1
0
Fork 0
mirror of https://github.com/ninjamuffin99/Funkin.git synced 2024-11-15 11:22:55 +00:00
Funkin/source/funkin/ui/haxeui/components/CharacterPlayer.hx
2024-03-05 21:48:04 -05:00

288 lines
7.5 KiB
Haxe

package funkin.ui.haxeui.components;
import funkin.modding.events.ScriptEvent.GhostMissNoteScriptEvent;
import funkin.modding.events.ScriptEvent.NoteScriptEvent;
import funkin.modding.events.ScriptEvent.HitNoteScriptEvent;
import funkin.modding.events.ScriptEvent.SongTimeScriptEvent;
import funkin.modding.events.ScriptEvent.UpdateScriptEvent;
import haxe.ui.core.IDataComponent;
import funkin.play.character.BaseCharacter;
import funkin.play.character.CharacterData.CharacterDataParser;
import haxe.ui.containers.Box;
import haxe.ui.core.Component;
import haxe.ui.events.AnimationEvent;
import haxe.ui.geom.Size;
import haxe.ui.layouts.DefaultLayout;
typedef AnimationInfo =
{
var name:String;
var prefix:String;
var frameRate:Null<Int>; // default 30
var looped:Null<Bool>; // default true
var flipX:Null<Bool>; // default false
var flipY:Null<Bool>; // default false
}
/**
* A variant of SparrowPlayer which loads a BaseCharacter instead.
* This allows it to play appropriate animations based on song events.
*/
@:composite(Layout)
class CharacterPlayer extends Box
{
var character:Null<BaseCharacter>;
public function new(defaultToBf:Bool = true)
{
super();
// _overrideSkipTransformChildren = false;
if (defaultToBf)
{
loadCharacter('bf');
}
}
public var charId(get, set):String;
function get_charId():String
{
return character?.characterId ?? '';
}
function set_charId(value:String):String
{
loadCharacter(value);
return value;
}
public var charName(get, never):String;
function get_charName():String
{
return character?.characterName ?? "Unknown";
}
// possible haxeui bug: if listener is added after event is dispatched, event is "lost"... is it smart to "collect and redispatch"? Not sure
var _redispatchLoaded:Bool = false;
// possible haxeui bug: if listener is added after event is dispatched, event is "lost"... is it smart to "collect and redispatch"? Not sure
var _redispatchStart:Bool = false;
var _characterLoaded:Bool = false;
/**
* Loads a character by ID.
* @param id The ID of the character to load.
*/
public function loadCharacter(id:String):Void
{
if (id == null) return;
if (character != null)
{
remove(character);
character.destroy();
character = null;
}
// Prevent script issues by fetching with debug=true.
var newCharacter:BaseCharacter = CharacterDataParser.fetchCharacter(id, true);
if (newCharacter == null)
{
character = null;
return; // Fail if character doesn't exist.
}
// Assign character.
character = newCharacter;
// Set character properties.
if (characterType != null) character.characterType = characterType;
if (flip) character.flipX = !character.flipX;
if (targetScale != 1.0) character.setScale(targetScale);
character.animation.callback = function(name:String = '', frameNumber:Int = -1, frameIndex:Int = -1) {
@:privateAccess
character.onAnimationFrame(name, frameNumber, frameIndex);
dispatch(new AnimationEvent(AnimationEvent.FRAME));
};
character.animation.finishCallback = function(name:String = '') {
@:privateAccess
character.onAnimationFinished(name);
dispatch(new AnimationEvent(AnimationEvent.END));
};
add(character);
invalidateComponentLayout();
if (hasEvent(AnimationEvent.LOADED))
{
dispatch(new AnimationEvent(AnimationEvent.LOADED));
}
else
{
_redispatchLoaded = true;
}
}
/**
* The character type (such as BF, Dad, GF, etc).
*/
public var characterType(default, set):CharacterType;
function set_characterType(value:CharacterType):CharacterType
{
if (character != null) character.characterType = value;
return characterType = value;
}
public var flip(default, set):Bool;
function set_flip(value:Bool):Bool
{
if (value == flip) return value;
if (character != null)
{
character.flipX = !character.flipX;
}
return flip = value;
}
public var targetScale(default, set):Float = 1.0;
function set_targetScale(value:Float):Float
{
if (value == targetScale) return value;
if (character != null)
{
character.setScale(value);
}
return targetScale = value;
}
function onFrame(name:String, frameNumber:Int, frameIndex:Int):Void
{
dispatch(new AnimationEvent(AnimationEvent.FRAME));
}
function onFinish(name:String):Void
{
dispatch(new AnimationEvent(AnimationEvent.END));
}
override function repositionChildren():Void
{
super.repositionChildren();
character.x = this.screenX;
character.y = this.screenY;
// Apply animation offsets, so the character is positioned correctly based on the animation.
@:privateAccess var animOffsets:Array<Float> = character.animOffsets;
character.x -= animOffsets[0] * targetScale * (flip ? -1 : 1);
character.y -= animOffsets[1] * targetScale;
}
/**
* Called when an update event is hit in the song.
* Used to play character animations.
* @param event The event.
*/
public function onUpdate(event:UpdateScriptEvent):Void
{
if (character != null) character.onUpdate(event);
}
/**
* Called when an beat is hit in the song
* Used to play character animations.
* @param event The event.
*/
public function onBeatHit(event:SongTimeScriptEvent):Void
{
if (character != null) character.onBeatHit(event);
}
/**
* Called when a step is hit in the song
* Used to play character animations.
* @param event The event.
*/
public function onStepHit(event:SongTimeScriptEvent):Void
{
if (character != null) character.onStepHit(event);
}
public function onNoteIncoming(event:NoteScriptEvent)
{
if (character != null) character.onNoteIncoming(event);
}
/**
* Called when a note is hit in the song
* Used to play character animations.
* @param event The event.
*/
public function onNoteHit(event:HitNoteScriptEvent):Void
{
if (character != null) character.onNoteHit(event);
}
/**
* Called when a note is missed in the song
* Used to play character animations.
* @param event The event.
*/
public function onNoteMiss(event:NoteScriptEvent):Void
{
if (character != null) character.onNoteMiss(event);
}
/**
* Called when a key is pressed but no note is hit in the song
* Used to play character animations.
* @param event The event.
*/
public function onNoteGhostMiss(event:GhostMissNoteScriptEvent):Void
{
if (character != null) character.onNoteGhostMiss(event);
}
}
@:access(funkin.ui.haxeui.components.CharacterPlayer)
private class Layout extends DefaultLayout
{
public override function resizeChildren():Void
{
super.resizeChildren();
var player:CharacterPlayer = cast(_component, CharacterPlayer);
var character:BaseCharacter = player.character;
if (character == null)
{
return super.resizeChildren();
}
character.cornerPosition.set(0, 0);
// character.setGraphicSize(Std.int(innerWidth), Std.int(innerHeight));
}
public override function calcAutoSize(exclusions:Array<Component> = null):Size
{
var player:CharacterPlayer = cast(_component, CharacterPlayer);
var character:BaseCharacter = player.character;
if (character == null)
{
return super.calcAutoSize(exclusions);
}
var size:Size = new Size();
size.width = character.width + paddingLeft + paddingRight;
size.height = character.height + paddingTop + paddingBottom;
return size;
}
}