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OpenMW/files/data/scripts/omw/mechanics/animationcontroller.lua

152 lines
5.7 KiB
Lua

local anim = require('openmw.animation')
local self = require('openmw.self')
local playBlendedHandlers = {}
local function onPlayBlendedAnimation(groupname, options)
for i = #playBlendedHandlers, 1, -1 do
if playBlendedHandlers[i](groupname, options) == false then
return
end
end
end
local function playBlendedAnimation(groupname, options)
onPlayBlendedAnimation(groupname, options)
if options.skip then
return
end
anim.playBlended(self, groupname, options)
end
local textKeyHandlers = {}
local function onAnimationTextKey(groupname, key)
local handlers = textKeyHandlers[groupname]
if handlers then
for i = #handlers, 1, -1 do
if handlers[i](groupname, key) == false then
return
end
end
end
handlers = textKeyHandlers['']
if handlers then
for i = #handlers, 1, -1 do
if handlers[i](groupname, key) == false then
return
end
end
end
end
local initialized = false
local function onUpdate(dt)
-- The script is loaded before the actor's CharacterController object is initialized, therefore
-- we have to delay this initialization step or the call won't have any effect.
if not initialized then
self:_enableLuaAnimations(true)
initialized = true
end
end
return {
engineHandlers = {
_onPlayAnimation = playBlendedAnimation,
_onAnimationTextKey = onAnimationTextKey,
onUpdate = onUpdate,
},
interfaceName = 'AnimationController',
---
-- Animation controller interface
-- @module AnimationController
-- @usage local anim = require('openmw.animation')
-- local I = require('openmw.interfaces')
--
-- -- play spellcast animation
-- I.AnimationController.playBlendedAnimation('spellcast', { startkey = 'self start', stopkey = 'self stop', priority = {
-- [anim.BONE_GROUP.RightArm] = anim.PRIORITY.Weapon,
-- [anim.BONE_GROUP.LeftArm] = anim.PRIORITY.Weapon,
-- [anim.BONE_GROUP.Torso] = anim.PRIORITY.Weapon,
-- [anim.BONE_GROUP.LowerBody] = anim.PRIORITY.WeaponLowerBody
-- } })
--
-- @usage -- react to the spellcast release textkey
-- I.AnimationController.addTextKeyHandler('spellcast', function(groupname, key)
-- -- Note, Lua is 1-indexed so have to subtract 1 less than the length of 'release'
-- if key.sub(key, #key - 6) == 'release' then
-- print('Abra kadabra!')
-- end
-- end)
--
-- @usage -- Add a text key handler that will react to all keys
-- I.AnimationController.addTextKeyHandler('', function(groupname, key)
-- if key.sub(key, #key - 2) == 'hit' and not key.sub(key, #key - 7) == ' min hit' then
-- print('Hit!')
-- end
-- end)
--
-- @usage -- Make a handler that changes player attack speed based on current fatigue
-- I.AnimationController.addPlayBlendedAnimationHandler(function (groupname, options)
-- local stop = options.stopkey
-- if #stop > 10 and stop.sub(stop, #stop - 10) == ' max attack' then
-- -- This is an attack wind up animation, scale its speed by attack
-- local fatigue = Actor.stats.dynamic.fatigue(self)
-- local factor = 1 - fatigue.current / fatigue.base
-- speed = 1 - factor * 0.8
-- options.speed = speed
-- end
-- end)
--
interface = {
--- Interface version
-- @field [parent=#AnimationController] #number version
version = 0,
--- AnimationController Package
-- @type Package
--- Make this actor play an animation. Makes a call to @{openmw.animation#playBlended}, after invoking handlers added through addPlayBlendedAnimationHandler
-- @function [parent=#AnimationController] playBlendedAnimation
-- @param #string groupname The animation group to be played
-- @param #table options The table of play options that will be passed to @{openmw.animation#playBlended}
playBlendedAnimation = playBlendedAnimation,
--- Add new playBlendedAnimation handler for this actor
-- If `handler(groupname, options)` returns false, other handlers for
-- the call will be skipped.
-- @function [parent=#AnimationController] addPlayBlendedAnimationHandler
-- @param #function handler The handler.
addPlayBlendedAnimationHandler = function(handler)
playBlendedHandlers[#playBlendedHandlers + 1] = handler
end,
--- Add new text key handler for this actor
-- While playing, some animations emit text key events. Register a handle to listen for all
-- text key events associated with this actor's animations.
-- If `handler(groupname, key)` returns false, other handlers for
-- the call will be skipped.
-- @function [parent=#AnimationController] addTextKeyHandler
-- @param #string groupname Name of the animation group to listen to keys for. If the empty string or nil, all keys will be received
-- @param #function handler The handler.
addTextKeyHandler = function(groupname, handler)
if not groupname then
groupname = ""
end
local handlers = textKeyHandlers[groupname]
if handlers == nil then
handlers = {}
textKeyHandlers[groupname] = handlers
end
handlers[#handlers + 1] = handler
end,
},
eventHandlers = {
AddVfx = function(data)
anim.addVfx(self, data.model, data.options)
end,
}
}