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2026-10-02 15:42:34 +08:00
parent 698cb02c21
commit faf799837f
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extends Control
## 角色选择:左边一个 3D 预览(慢慢自转),右边挑角色和脸。
##
## 预览里这具模型和玩家场景里的模型是**两套独立的 FaceRig**,但共用同一份存档:
## 这里点「确定」写进 user://,玩家出生时自己的 FaceRig.apply_saved() 读回来。
##
## 目前只有一个角色模型(mouse.glb),所以角色那一栏只有一个按钮 ——
## 以后加了新模型,往 CharRow 里再放一个按钮就行。
## 角色选择:预览模型、内置表情 atlas 与玩家本地表情库。
signal confirmed
## 「返回」按下 —— 这一趟的改动不写存档
signal back_pressed
## 预览里模型的自转速度(弧度/秒)
const SPIN_SPEED := 0.5
## 「自己画」用的空白脸 —— 纯色底,等于「这张脸上什么都没画」
const BLANK_FACE := preload("res://character/player/face/presets/face_00_blank.png")
@onready var _model: Node3D = %Model
@onready var _camera: Camera3D = %PreviewCamera
@onready var _rig: FaceRig = %FaceRig
@onready var _paint_panel: Control = $PaintPanel
@onready var _expression_row: HFlowContainer = %PresetRow
var _selected_preset: Texture2D
var _expression_buttons: Array[TextureButton] = []
func _ready() -> void:
# 菜单里鼠标要能点
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
# 相机看向模型胸口高度,省得在场景里手算旋转
_camera.look_at(Vector3(0.0, 0.45, 0.0), Vector3.UP)
%ConfirmButton.pressed.connect(_on_confirm)
%BackButton.pressed.connect(_on_back)
%DrawButton.pressed.connect(_on_draw)
# 预设缩略图就是 PresetRow 里的子节点 —— 加预设 = 往场景里多放一个 TextureButton
for child in %PresetRow.get_children():
var btn := child as TextureButton
if btn == null or btn.texture_normal == null:
continue
btn.pressed.connect(_on_preset_pressed.bind(btn))
# 存档里选的那张,就是当前高亮的
if btn.texture_normal.resource_path == _rig.preset_path:
_selected_preset = btn.texture_normal
_sync_preset_highlight()
_paint_panel.finished.connect(_refresh_expression_list)
_paint_panel.cancelled.connect(_refresh_expression_list)
_refresh_expression_list()
func _process(delta: float) -> void:
# 转的是外层 Model 而不是模型自己,免得和朝向/动画打架
if _model != null:
_model.rotate_y(SPIN_SPEED * delta)
# ---------------- 选择 ----------------
## 内置表情用 AtlasTexture 显示对应 UV 小格;本地表情直接显示各自 PNG。
func _refresh_expression_list() -> void:
for child in _expression_row.get_children():
child.free()
_expression_buttons.clear()
func _on_preset_pressed(btn: TextureButton) -> void:
if _rig == null:
return
# 只换底图,玩家画的笔画保留 —— 所以可以先挑脸型再补几笔
_rig.set_preset(btn.texture_normal, btn.texture_normal.resource_path)
_selected_preset = btn.texture_normal
_sync_preset_highlight()
for entry in _rig.get_expression_catalog():
var card := VBoxContainer.new()
card.custom_minimum_size = Vector2(96, 116)
card.add_theme_constant_override("separation", 4)
var skin := ColorRect.new()
skin.color = _rig.skin_color
skin.mouse_filter = Control.MOUSE_FILTER_IGNORE
skin.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
var button := TextureButton.new()
button.custom_minimum_size = Vector2(96, 96)
button.texture_normal = entry["thumbnail"] as Texture2D
button.ignore_texture_size = true
button.stretch_mode = TextureButton.STRETCH_KEEP_ASPECT_CENTERED
button.modulate = Color.WHITE if str(entry["id"]) == _rig.selected_expression_id else Color(0.62, 0.62, 0.62)
button.set_meta("expression_id", str(entry["id"]))
button.pressed.connect(_on_expression_pressed.bind(str(entry["id"])))
_expression_buttons.append(button)
var preview := Control.new()
preview.custom_minimum_size = Vector2(96, 96)
preview.add_child(skin)
preview.add_child(button)
var label := Label.new()
label.text = str(entry["name"])
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
label.custom_minimum_size = Vector2(96, 16)
card.add_child(preview)
card.add_child(label)
_expression_row.add_child(card)
func _sync_preset_highlight() -> void:
for child in %PresetRow.get_children():
var btn := child as TextureButton
if btn == null:
continue
var picked := _selected_preset != null and btn.texture_normal == _selected_preset
btn.modulate = Color.WHITE if picked else Color(0.62, 0.62, 0.62)
func _on_expression_pressed(expression_id: String) -> void:
if _rig.select_expression(expression_id):
_refresh_expression_highlight(expression_id)
## 「自己画」= 从一张空白脸起手。空白是在面板里落的 —— 它得先拍快照再改,
## 否则点「取消」还原回来的是已经清空的状态。
func _refresh_expression_highlight(expression_id: String) -> void:
for button in _expression_buttons:
button.modulate = Color.WHITE if str(button.get_meta("expression_id", "")) == expression_id else Color(0.62, 0.62, 0.62)
## 「自己画」从无底图起手。面板会先快照,取消时还原表情 ID 和笔画。
func _on_draw() -> void:
_selected_preset = null
_sync_preset_highlight()
_paint_panel.open(_rig, BLANK_FACE)
_paint_panel.open(_rig, true)
_refresh_expression_list()
# ---------------- 进出 ----------------
func _on_confirm() -> void:
if _rig != null:
_rig.save()
_rig.save()
confirmed.emit()