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Override local_animation settings for certain animations
This makes the lay/sit animation work on the local client (in third-person).
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6623dec567
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15
game_api.txt
15
game_api.txt
@ -462,6 +462,12 @@ The player API can register player models and update the player's appearance.
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* `player`: PlayerRef
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* `player`: PlayerRef
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* `textures`: array of textures. If nil, the default from the model def is used
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* `textures`: array of textures. If nil, the default from the model def is used
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* `player_api.set_textures(player, index, texture)`
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* Sets one of the player textures
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* `player`: PlayerRef
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* `index`: Index into array of all textures
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* `texture`: the texture string
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* `player_api.get_animation(player)`
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* `player_api.get_animation(player)`
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* Returns a table containing fields `model`, `textures` and `animation`
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* Returns a table containing fields `model`, `textures` and `animation`
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* Any of the fields of the returned table may be nil
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* Any of the fields of the returned table may be nil
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@ -480,7 +486,14 @@ The player API can register player models and update the player's appearance.
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animation_speed = 30, -- Default animation speed, in keyframes per second
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animation_speed = 30, -- Default animation speed, in keyframes per second
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textures = {"character.png"}, -- Default array of textures
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textures = {"character.png"}, -- Default array of textures
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animations = {
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animations = {
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-- [anim_name] = {x = <start_frame>, y = <end_frame>, collisionbox = model collisionbox, eye_height = model eye height},
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-- [anim_name] = {
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-- x = <start_frame>,
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-- y = <end_frame>,
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-- collisionbox = <model collisionbox>, -- (optional)
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-- eye_height = <model eye height>, -- (optional)
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-- -- suspend client side animations while this one is active (optional)
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-- override_local = <true/false>
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-- },
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stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
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stand = ..., lay = ..., walk = ..., mine = ..., walk_mine = ..., -- required animations
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sit = ... -- used by boats and other MTG mods
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sit = ... -- used by boats and other MTG mods
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},
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},
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@ -33,6 +33,8 @@ function player_api.register_model(name, def)
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for animation_name, animation in pairs(def.animations) do
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for animation_name, animation in pairs(def.animations) do
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animation.eye_height = animation.eye_height or def.eye_height
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animation.eye_height = animation.eye_height or def.eye_height
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animation.collisionbox = animation.collisionbox or def.collisionbox
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animation.collisionbox = animation.collisionbox or def.collisionbox
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animation.override_local = animation.override_local or false
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for _, other_animation in pairs(def.animations) do
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for _, other_animation in pairs(def.animations) do
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if other_animation._equals then
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if other_animation._equals then
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if collisionbox_equals(animation.collisionbox, other_animation.collisionbox)
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if collisionbox_equals(animation.collisionbox, other_animation.collisionbox)
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@ -65,6 +67,8 @@ function player_api.set_model(player, model_name)
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if player_data.model == model_name then
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if player_data.model == model_name then
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return
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return
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end
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end
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player_data.model = model_name
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local model = models[model_name]
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local model = models[model_name]
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if model then
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if model then
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player:set_properties({
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player:set_properties({
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@ -74,15 +78,7 @@ function player_api.set_model(player, model_name)
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visual_size = model.visual_size,
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visual_size = model.visual_size,
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stepheight = model.stepheight
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stepheight = model.stepheight
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})
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})
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local animations = model.animations
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-- sets local_animation, collisionbox & eye_height
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player:set_local_animation(
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animations.stand,
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animations.walk,
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animations.mine,
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animations.walk_mine,
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model.animation_speed or 30
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)
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-- sets collisionbox & eye_height
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player_api.set_animation(player, "stand")
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player_api.set_animation(player, "stand")
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else
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else
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player:set_properties({
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player:set_properties({
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@ -94,7 +90,6 @@ function player_api.set_model(player, model_name)
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eye_height = 1.625,
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eye_height = 1.625,
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})
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})
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end
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end
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player_data.model = model_name
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end
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end
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function player_api.get_textures(player)
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function player_api.get_textures(player)
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@ -127,12 +122,29 @@ function player_api.set_animation(player, anim_name, speed)
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if player_data.animation == anim_name and player_data.animation_speed == speed then
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if player_data.animation == anim_name and player_data.animation_speed == speed then
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return
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return
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end
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end
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local previous_anim_equals = (model.animations[player_data.animation] or {})._equals
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local previous_anim = model.animations[player_data.animation] or {}
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local anim = model.animations[anim_name]
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local anim = model.animations[anim_name]
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player_data.animation = anim_name
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player_data.animation = anim_name
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player_data.animation_speed = speed
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player_data.animation_speed = speed
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-- If necessary change the local animation (only seen by the client of *that* player)
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-- `override_local` <=> suspend local animations while this one is active
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-- (this is basically a hack, proper engine feature needed...)
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if anim.override_local ~= previous_anim.override_local then
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if anim.override_local then
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local none = {x=0, y=0}
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player:set_local_animation(none, none, none, none, 1)
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else
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local a = model.animations -- (not specific to the animation being set)
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player:set_local_animation(
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a.stand, a.walk, a.mine, a.walk_mine,
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model.animation_speed or 30
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)
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end
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end
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-- Set the animation seen by everyone else
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player:set_animation(anim, speed, animation_blend)
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player:set_animation(anim, speed, animation_blend)
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if anim._equals ~= previous_anim_equals then
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-- Update related properties if they changed
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if anim._equals ~= previous_anim._equals then
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player:set_properties({
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player:set_properties({
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collisionbox = anim.collisionbox,
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collisionbox = anim.collisionbox,
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eye_height = anim.eye_height
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eye_height = anim.eye_height
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@ -7,11 +7,13 @@ player_api.register_model("character.b3d", {
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animations = {
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animations = {
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-- Standard animations.
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-- Standard animations.
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stand = {x = 0, y = 79},
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stand = {x = 0, y = 79},
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lay = {x = 162, y = 166, collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}, eye_height = 0.3},
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lay = {x = 162, y = 166, eye_height = 0.3, override_local = true,
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collisionbox = {-0.6, 0.0, -0.6, 0.6, 0.3, 0.6}},
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walk = {x = 168, y = 187},
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walk = {x = 168, y = 187},
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mine = {x = 189, y = 198},
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mine = {x = 189, y = 198},
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walk_mine = {x = 200, y = 219},
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walk_mine = {x = 200, y = 219},
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sit = {x = 81, y = 160, collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}, eye_height = 0.8}
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sit = {x = 81, y = 160, eye_height = 0.8, override_local = true,
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.0, 0.3}}
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},
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},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
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collisionbox = {-0.3, 0.0, -0.3, 0.3, 1.7, 0.3},
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stepheight = 0.6,
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stepheight = 0.6,
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