cirnogodot/Scripts/Interactables/FrameAnimator3D.cs

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using Godot;
namespace Cirno.Scripts.Interactables;
/// <summary>
/// Animates a tiled texture by shifting the UV1 vertical offset on a mesh surface material.
/// Designed for Blockbench-exported meshes whose texture is a vertical sprite sheet
/// (e.g. 16×64 with 4 frames stacked top-to-bottom).
///
/// Usage:
/// 1. Attach this node as a child of (or sibling to) the MeshInstance3D you want to animate.
/// 2. Optionally assign <see cref="TargetMesh"/> in the inspector; if left empty the node
/// will search its parent for the first MeshInstance3D automatically.
/// 3. Set <see cref="FrameCount"/> to the number of frames in the sprite sheet.
/// 4. Drive <see cref="CurrentFrame"/> from an AnimationPlayer track — the script handles
/// the UV offset calculation.
/// </summary>
[Tool]
public partial class FrameAnimator3D : Node3D
{
/// <summary>
/// The mesh whose surface_0 material UV offset will be updated.
/// If null, the node searches its parent for the first MeshInstance3D on _Ready.
/// </summary>
[Export] public MeshInstance3D TargetMesh { get; set; }
/// <summary>
/// Total number of animation frames stacked vertically in the texture.
/// </summary>
[Export] public int FrameCount { get; set; } = 4;
/// <summary>
/// Surface index on the mesh to apply the UV offset to.
/// Defaults to 0, matching Blockbench's typical single-surface export.
/// </summary>
[Export] public int SurfaceIndex { get; set; } = 0;
private int _currentFrame;
/// <summary>
/// The active frame index (0-based). Set this from an AnimationPlayer track to animate.
/// Clamped to [0, <see cref="FrameCount"/> - 1].
/// </summary>
[Export]
public int CurrentFrame
{
get => _currentFrame;
set
{
_currentFrame = Mathf.Clamp(value, 0, Mathf.Max(0, FrameCount - 1));
ApplyFrame();
}
}
public override void _Ready()
{
// Auto-discover the mesh from the parent if none was assigned in the inspector.
if (TargetMesh is null)
{
TargetMesh = GetParent() as MeshInstance3D
?? GetParentOrNull<Node>()?.FindChild("*", recursive: false, owned: false) as MeshInstance3D;
}
ApplyFrame();
}
/// <summary>
/// Calculates the normalised V offset for <see cref="CurrentFrame"/> and writes it to the
/// override material on <see cref="TargetMesh"/>'s surface.
/// Each frame occupies an equal vertical slice: offset = frame / frameCount.
/// </summary>
private void ApplyFrame()
{
if (TargetMesh is null || FrameCount <= 0) return;
// Ensure we have an override material to write to so we don't mutate shared resources.
if (TargetMesh.GetSurfaceOverrideMaterial(SurfaceIndex) is not StandardMaterial3D mat)
{
var baseMat = TargetMesh.GetActiveMaterial(SurfaceIndex);
// Duplicate the base material so sibling nodes keep their own state.
mat = baseMat?.Duplicate() as StandardMaterial3D;
if (mat is null) return;
TargetMesh.SetSurfaceOverrideMaterial(SurfaceIndex, mat);
}
// Each frame is a 1/FrameCount slice; V offset moves down one slice per frame.
float vOffset = (float)_currentFrame / FrameCount;
mat.Uv1Offset = new Vector3(mat.Uv1Offset.X, vOffset, mat.Uv1Offset.Z);
}
}