diff --git a/src/engine/GameRuntime.js b/src/engine/GameRuntime.js index cac5068..8f4c36c 100644 --- a/src/engine/GameRuntime.js +++ b/src/engine/GameRuntime.js @@ -1612,6 +1612,11 @@ export class GameRuntime { }); return; } + if (cmd === 'npc.setAttacking') { + this._npcCmd(payload?.ref, (nid) => + this.scene3d?.npcManager?.setAttacking?.(nid, !!payload?.on)); + return; + } if (cmd === 'npc.stop') { this._npcCmd(payload?.ref, (nid) => this.scene3d?.npcManager?.stopNpc(nid)); @@ -2933,8 +2938,12 @@ export class GameRuntime { } if (cmd === 'scene.setVisible') { try { - const kind = payload?.kind; - const id = payload?.id; + let kind = payload?.kind; + let id = payload?.id; + if ((kind == null || id == null) && typeof payload?.ref === 'string') { + const colon = payload.ref.indexOf(':'); + if (colon > 0) { kind = payload.ref.slice(0, colon); id = payload.ref.slice(colon + 1); } + } const visible = !!payload?.visible; if (id == null) return; if (kind === 'primitive') { diff --git a/src/engine/NpcManager.js b/src/engine/NpcManager.js index e6a7b9bf..ffaca5e 100644 --- a/src/engine/NpcManager.js +++ b/src/engine/NpcManager.js @@ -275,6 +275,12 @@ export class NpcManager { npc.isMoving = false; } + /** Включить/выключить анимацию атаки. */ + setAttacking(id, on) { + const npc = this.npcs.get(Number(id)); + if (npc) npc.attacking = !!on; + } + /** Реплика над головой NPC на duration секунд. */ say(id, text, duration = 3) { const npc = this.npcs.get(Number(id)); @@ -406,7 +412,7 @@ export class NpcManager { // R15-NPC (skin_*): процедурная анимация бега/покоя через R15Animator. if (npc.r15Animator) { try { - npc.r15Animator.setState(moving ? 'run' : 'idle'); + npc.r15Animator.setState(npc.attacking ? 'attack' : (moving ? 'run' : 'idle')); npc.r15Animator.update(dt); } catch (e) { /* ignore */ } } diff --git a/src/engine/R15Animator.js b/src/engine/R15Animator.js index 749bfbb..673d9c2 100644 --- a/src/engine/R15Animator.js +++ b/src/engine/R15Animator.js @@ -131,6 +131,18 @@ const ANIMS_STD = { { bone: B.SPINE, axis: AXIS_RIGHT, angleDeg: 10, times: [0.0, 0.4, 0.8], values: [0.0, 1.0, 0.0] }, ]), + attack: makeAnim(0.5, true, [ + { bone: B.RIGHT_ARM, axis: AXIS_RIGHT, angleDeg: -95, + times: [0.0, 0.15, 0.3, 0.5], values: [0.3, 1.0, 0.2, 0.3] }, + { bone: B.RIGHT_FOREARM, axis: AXIS_RIGHT, angleDeg: -50, + times: [0.0, 0.15, 0.3, 0.5], values: [1.0, 0.2, 1.0, 1.0] }, + { bone: B.LEFT_ARM, axis: AXIS_RIGHT, angleDeg: -45, + times: [0.0, 0.5], values: [1.0, 1.0] }, + { bone: B.LEFT_FOREARM, axis: AXIS_RIGHT, angleDeg: -70, + times: [0.0, 0.5], values: [1.0, 1.0] }, + { bone: B.SPINE, axis: AXIS_RIGHT, angleDeg: -12, + times: [0.0, 0.15, 0.3, 0.5], values: [0.0, 1.0, 0.3, 0.0] }, + ]), // === ЭМОЦИИ (game.player.playAnimation) === // Разовые анимации поверх авто-состояния. loop=false — играют один раз, diff --git a/src/engine/ScriptSandboxWorker.js b/src/engine/ScriptSandboxWorker.js index 34b55be..047175d 100644 --- a/src/engine/ScriptSandboxWorker.js +++ b/src/engine/ScriptSandboxWorker.js @@ -219,6 +219,10 @@ function _makeNpcProxy(ref) { damage(amount) { _send('npc.damage', { ref, amount: Number(amount) || 0 }); }, + /** Включить/выключить анимацию атаки. */ + setAttacking(on) { + _send('npc.setAttacking', { ref, on: !!on }); + }, /** Убрать NPC со сцены. */ remove() { _send('npc.remove', { ref });