Merge pull request #577 from kuangshen04/PR-Branch
完善trySkillAudio注释/拆分
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commit
65d4f92a9f
86
game/game.js
86
game/game.js
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@ -36853,52 +36853,68 @@
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});
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});
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return audio;
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return audio;
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},
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},
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trySkillAudio:function(skill,player,directaudio,nobroadcast/*,index*/){
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/**
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if(!nobroadcast) game.broadcast(game.trySkillAudio,skill,player,directaudio,nobroadcast/*,index*/);
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* 根据skill中的audio,audioname,audioname2和player来获取音频地址列表
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var info=get.info(skill);
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* @param {String} skill 技能名
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if(!info) return;
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* @param {Player|String} player 角色/角色名
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if(!lib.config.background_speak) return;
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* @returns {Array<string|[string]>} 分析完的语音地址列表
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if(info.direct&&!directaudio) return;
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*/
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if(lib.skill.global.includes(skill)&&!lib.skill[skill].forceaudio) return;
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parseSkillAudio:function(skill,player){
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if(typeof player=='string') player={name:player};
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if(typeof player=='string') player={name:player};
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else if(get.itemtype(player)!='player') player={};
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function getAudioList(skill,player,history,fixedNum){
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/**
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* 处理 audioInfo 外的参数
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* @param {String} skill 技能名
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* @param {Player|{name:string}} player 角色
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* @param {Array<string>} audioname audioname历史
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* @param {Array<string>} history 判断deadlock
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* @param {Number} fixedNum [audioname, number] 中的第二个参数,用来限制语音数
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* @returns {Array<string|[string]>} 音频地址数组(有需要playSkillAudio的为[skillname])
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*/
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function getAudioList(skill,player,audioname,history,fixedNum){
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let info=lib.skill[skill];
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let info=lib.skill[skill];
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if(!info) return [];
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if(!info) return [];
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if(!history) history=[];
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if(!history) history=[];
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if(history.includes(skill)){//直接跳出
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if(history.includes(skill)){//判断deadlock
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console.trace(`${skill} in ${history} forms a deadlock`);
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console.trace(`${skill} in ${history} forms a deadlock`);
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if(info.audio!==false) return [[skill]];//标记为playSkillAudio
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if(info.audio!==false) return [[skill]];
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return [];
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return [];
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}
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}
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history.push(skill);
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history.push(skill);
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let audioInfo=info.audio;
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let audioInfo=info.audio;
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if(info.audioname2&&player){
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if(info.audioname2){
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if(info.audioname2[player.name]) audioInfo=info.audioname2[player.name];
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if(info.audioname2[player.name]) audioInfo=info.audioname2[player.name];
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else if(info.audioname2[player.name1]) audioInfo=info.audioname2[player.name1];
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else if(info.audioname2[player.name1]) audioInfo=info.audioname2[player.name1];
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else if(info.audioname2[player.name2]) audioInfo=info.audioname2[player.name2];
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else if(info.audioname2[player.name2]) audioInfo=info.audioname2[player.name2];
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}
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}
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if(typeof audioInfo=='function') audioInfo=audioInfo(player);
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if(typeof audioInfo=='function') audioInfo=audioInfo(player);
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let audioname='';
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if(!audioname) audioname=[];
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if(Array.isArray(info.audioname)&&player){
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if(Array.isArray(info.audioname)) audioname.addArray(info.audioname);
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if(info.audioname.includes(player.name)) audioname=`_${player.name}`;
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else if(info.audioname.includes(player.name1)) audioname=`_${player.name1}`;
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else if(info.audioname.includes(player.name2)) audioname=`_${player.name2}`;
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}
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let audioList=parseAudio(skill,audioInfo,audioname,player,history,fixedNum);
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let audioList=parseAudio(skill,audioInfo,audioname,player,history,fixedNum);
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if(fixedNum&&fixedNum<audioList.length) audioList.length=fixedNum;
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if(fixedNum&&fixedNum<audioList.length) audioList.length=fixedNum;
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if(audioList.length) return audioList;//所有要的音频地址
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if(audioList.length) return audioList;
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if(info.audio!==false) return [[skill]];//标记为playSkillAudio
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if(info.audio!==false) return [[skill]];
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return [];
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return [];
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}
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}
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/**
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* 分析 audioInfo 获取音频地址数组
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* @param {String} skill 技能名
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* @param {any} audioInfo info.audio
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* @param {Array<string>} audioname 要判断的audioname
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* @param {Player|{name:string}} player 角色
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* @param {Array<string>} history 判断deadlock
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* @param {Number} fixedNum [audioname, number] 中的第二个参数,用来限制语音数
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* @returns {Array<string|[string]>} 音频地址数组(有需要playSkillAudio的为[skillname])
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*/
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function parseAudio(skill,audioInfo,audioname,player,history,fixedNum){
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function parseAudio(skill,audioInfo,audioname,player,history,fixedNum){
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if(Array.isArray(audioInfo)){
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if(Array.isArray(audioInfo)){
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if(typeof audioInfo[1]=='number'/* ||(typeof audioInfo[1]=='string'&&/^\d*$/.test(audioInfo[1])) */){//['XXX',num]
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if(typeof audioInfo[0]=='string'&&typeof audioInfo[1]=='number'){// [audioname, number]
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if(lib.skill[audioInfo[0]]) return getAudioList(audioInfo[0],player,history,fixedNum||audioInfo[1]);
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if(lib.skill[audioInfo[0]]) return getAudioList(audioInfo[0],player,audioname,history,fixedNum||audioInfo[1]);
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return parseAudio(audioInfo[0],audioInfo[1],audioname,player,history,fixedNum||audioInfo[1]);
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return parseAudio(audioInfo[0],audioInfo[1],audioname,player,history,fixedNum||audioInfo[1]);
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}
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}
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return audioInfo.reduce((total,i)=>total.addArray(parseAudio(skill,i,audioname,player,history,fixedNum)),[]);
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return audioInfo.reduce((total,i)=>total.addArray(parseAudio(skill,i,audioname,player,history,fixedNum)),[]);
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@ -36906,18 +36922,23 @@
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if(!['string','number','boolean'].includes(typeof audioInfo)) return [];
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if(!['string','number','boolean'].includes(typeof audioInfo)) return [];
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if(audioInfo===false) return [];
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if(audioInfo===false) return [];
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if(typeof audioInfo=='string'&&lib.skill[audioInfo]) return getAudioList(audioInfo,player,history,fixedNum);
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if(typeof audioInfo=='string'&&lib.skill[audioInfo]) return getAudioList(audioInfo,player,audioname,history,fixedNum);
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audioInfo=String(audioInfo);
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let audioList=[];
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let audioList=[];
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audioInfo=String(audioInfo);
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let list=audioInfo.match(/(?:(.*):|^)(true|\d*)(?::(.*)|$)/);
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let list=audioInfo.match(/(?:(.*):|^)(true|\d*)(?::(.*)|$)/);
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if(list&&list[2]){
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if(list&&list[2]){
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list=list.slice(1);//形如[路径,number/true,格式]的形式
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let _audioname='';
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if(list[1]=='true') audioList.add(`${list[0]||'skill'}/${skill}${audioname}.${list[2]||'mp3'}`);
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if(audioname.includes(player.name)) _audioname=`_${player.name}`;
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else if(audioname.includes(player.name1)) _audioname=`_${player.name1}`;
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else if(audioname.includes(player.name2)) _audioname=`_${player.name2}`;
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list=list.slice(1);//[路径,number/true,格式]
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if(list[1]=='true') audioList.add(`${list[0]||'skill'}/${skill}${_audioname}.${list[2]||'mp3'}`);
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else{
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else{
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list[1]=parseInt(list[1]);
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list[1]=parseInt(list[1]);
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for(let i=1;i<=list[1];i++){
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for(let i=1;i<=list[1];i++){
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audioList.add(`${list[0]||'skill'}/${skill}${audioname}${i}.${list[2]||'mp3'}`);
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audioList.add(`${list[0]||'skill'}/${skill}${_audioname}${i}.${list[2]||'mp3'}`);
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}
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}
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}
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}
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}
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}
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@ -36925,8 +36946,17 @@
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return audioList;
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return audioList;
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}
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}
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let list=getAudioList(skill,player);
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return getAudioList(skill,player);
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// console.log(skill,lib.skill[skill]&&lib.skill[skill].audio,list);
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},
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trySkillAudio:function(skill,player,directaudio,nobroadcast/*,index*/){
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if(!nobroadcast) game.broadcast(game.trySkillAudio,skill,player,directaudio,nobroadcast/*,index*/);
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var info=get.info(skill);
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if(!info) return;
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if(!lib.config.background_speak) return;
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if(info.direct&&!directaudio) return;
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if(lib.skill.global.includes(skill)&&!lib.skill[skill].forceaudio) return;
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let list=game.parseSkillAudio(skill,player);
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if(!list.length) return;
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if(!list.length) return;
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// if(index) index=index%list.length||list.length;
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// if(index) index=index%list.length||list.length;
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// let audio=list[index?index-1:Math.floor(Math.random()*list.length)];
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// let audio=list[index?index-1:Math.floor(Math.random()*list.length)];
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