fix workspace
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70cc4dca87
commit
627d061bf0
2 files changed
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-4
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@@ -20,16 +20,18 @@ export default class Workspace {
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}
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}
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load() {
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load() {
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if(!this.filepath) {
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if (!this.filepath) {
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return;
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return;
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}
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}
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try {
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const str = fs.readFileSync(this.filepath, 'utf8');
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const str = fs.readFileSync(this.filepath, 'utf8');
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const data = JSON.parse(str);
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const data = JSON.parse(str);
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this.nodeConfPath = data.nodeConfPath;
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this.nodeConfPath = data.nodeConfPath;
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this.workdir = data.workdir;
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this.workdir = data.workdir;
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this.initNodeConf();
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this.initNodeConf();
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} catch (error) {
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console.log(error);
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}
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}
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}
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private initNodeConf() {
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private initNodeConf() {
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@@ -1 +1 @@
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[{"input":["{作用目标}?"],"name":"AddAp","type":"Action","doc":"+ 是正常的怒气产消,会用于正常逻辑的怒气消耗\n+ 默认目标为自己\n+ 仅使用一次,是指本次释放技能所有被勾选“仅使用一次”的addAp节点最多加一次\n","args":[{"name":"add","type":"int","desc":"点数"},{"name":"once","type":"boolean?","desc":"是否只加一次"}],"desc":"加怒气点"},{"name":"AddSkillLevel","type":"Action","doc":"+ 战斗过程增加的技能等级,可增可减\n+ 没有携带该技能时返回失败\n+ 技能等级最高可达上限,最低到1\n","args":[{"name":"skillid","type":"int","desc":"skillid"},{"name":"add","type":"lua","desc":"增加等级"}],"desc":"增加技能等级"},{"input":["变量"],"name":"AddValue","type":"Action","doc":"+ 所输入变量为空,返回失败\n+ 变量稳定加1\n","args":[{"name":"add","type":"lua?","desc":"值"}],"desc":"自增"},{"name":"AlwaysFail","type":"Decorator","doc":"+ 只能有一个子节点,多个仅执行第一个\n+ 不管子节点是否成功都返回失败\n","desc":"始终返回失败"},{"name":"AlwaysSuccess","type":"Decorator","doc":"+ 只能有一个子节点,多个仅执行第一个\n+ 不管子节点是否成功都返回成功\n","desc":"始终返回成功"},{"input":["[数组]"],"name":"ArrayRandomOne","type":"Action","doc":"+ 输入数组为空,输出变量为空\n","output":["{随机值}"],"desc":"数组随机取一值"},{"input":["[路点]","{作用单位}"],"name":"BezierCurve","type":"Action","doc":"+ 子弹专用运动曲线,人物带测\n+ 飞行过程返回正在运行,抵达返回成功,前端假象,后端瞬移,最好不要在飞行过程做碰撞\n+ 所输入路点少于两个返回失败\n","args":[{"name":"time","type":"int","desc":"时间"},{"name":"bullet","type":"boolean?","desc":"子弹"}],"desc":"贝塞尔曲线运动"},{"input":["{对象}?"],"name":"BossTalk","type":"Action","doc":"+ 使用event_level表中的事件ID(事件逻辑见事件表)\n","args":[{"name":"event_id","type":"int","desc":"事件ID"}],"desc":"BOSS对话"},{"input":["{目标}"],"name":"Break","type":"Action","doc":"+ 没有目标、怪物不可控、霸体返回失败\n+ 打断对方所有正在运行技能,会打断行为树中的LockAction(会打断被动、不会打断AI)\n+ 禁止移动(lockAction)被打断会进入待机状态\n","args":[{"name":"time","type":"lua?","desc":"时间(帧)"},{"name":"gravity","type":"boolean?","desc":"禁止重力"},{"name":"move","type":"boolean?","desc":"禁止移动"},{"name":"jump","type":"boolean?","desc":"禁止跳跃"},{"name":"face","type":"boolean?","desc":"禁止转向"},{"name":"skill1","type":"boolean?","desc":"禁止普攻"},{"name":"skill2","type":"boolean?","desc":"禁止自动技能"},{"name":"skill3","type":"boolean?","desc":"禁止主动技能"},{"name":"skill4","type":"boolean?","desc":"禁止二段跳"},{"name":"ap","type":"boolean?","desc":"无法回怒"}],"desc":"打断并设置新状态"},{"name":"BulletDie","type":"Action","doc":"+ 子弹专用,非子弹返回失败\n","desc":"子弹销毁"},{"input":["{跟随目标}"],"name":"BulletFollow","type":"Action","doc":"+ 不能在跟随过程做碰撞检测\n+ 后端为时间到时瞬移至跟随目标(本质上无实际无移动过程)【无延迟情况下强制抵达】\n+ 跟随过程返回正在运行,到达后返回成功,无目标返回失败\n","args":[{"name":"time","type":"int","desc":"时间"},{"name":"vx","type":"int?","desc":"x初速度"},{"name":"vy","type":"int?","desc":"y初速度"}],"desc":"子弹跟随"},{"input":["{目标单位}"],"name":"CanHitBack","type":"Condition","doc":"+ 目标是主角、可击退的怪物(配表)且不处于霸体状态(目前不包括机器人与召唤物)则返回成功\n+ 其他情况或没有目标时返回失败\n","desc":"是否可以击退"},{"name":"CanLaunch","type":"Condition","doc":"# 返回失败的情况:\n+ 没有携带该技能(配表)\n+ 处于CD状态\n+ 所释放技能的类型处于lockAction状态\n+ 被动技能\n+ 怒气技能需求怒气不足\n","args":[{"name":"skillid","type":"int","desc":"技能id"}],"desc":"技能是否可释放"},{"name":"CanNormalAttack","type":"Condition","doc":"+ 判定该单位所携带的所有普攻技能是否可释放\n+ 失败条件跟CanLaunch相同\n","desc":"是否可释放普通攻击"},{"input":["{目标}"],"name":"ChangeAiVars","type":"Action","doc":"+ 改变指定单位的AI行为树的变量,无目标时返回失败\n+ 变量是即时修改,若选择立即执行则强制该行为树再次执行(需要处理重复执行问题)\n","args":[{"name":"now","type":"boolean?","desc":"立即执行"}],"desc":"修改AI行为树变量"},{"name":"ChangeBulletPath","type":"Action","doc":"+ 子弹轨迹在前端与后端中存在偏差,不要做过于浮夸的轨迹与碰撞\n+ 子弹专用,其他地方返回失败\n","args":[{"name":"vx","type":"int?","desc":"x初速度"},{"name"Line truncated
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[{"type":"Action","doc":"+ 是正常的怒气产消,会用于正常逻辑的怒气消耗\n+ 默认目标为自己\n+ 仅使用一次,是指本次释放技能所有被勾选“仅使用一次”的addAp节点最多加一次\n","desc":"加怒气点","args":[{"type":"int","desc":"点数","name":"add"},{"type":"boolean?","desc":"是否只加一次","name":"once"}],"input":["{作用目标}?"],"name":"AddAp"},{"type":"Action","doc":"+ 战斗过程增加的技能等级,可增可减\n+ 没有携带该技能时返回失败\n+ 技能等级最高可达上限,最低到1\n","desc":"增加技能等级","args":[{"type":"int","desc":"skillid","name":"skillid"},{"type":"lua","desc":"增加等级","name":"add"}],"name":"AddSkillLevel"},{"type":"Action","doc":"+ 所输入变量为空,返回失败\n+ 变量稳定加1\n","desc":"自增","args":[{"type":"lua?","desc":"值","name":"add"}],"input":["变量"],"name":"AddValue"},{"type":"Decorator","doc":"+ 只能有一个子节点,多个仅执行第一个\n+ 不管子节点是否成功都返回失败\n","desc":"始终返回失败","name":"AlwaysFail"},{"type":"Decorator","doc":"+ 只能有一个子节点,多个仅执行第一个\n+ 不管子节点是否成功都返回成功\n","desc":"始终返回成功","name":"AlwaysSuccess"},{"type":"Action","doc":"+ 输入数组为空,输出变量为空\n","desc":"数组随机取一值","output":["{随机值}"],"input":["[数组]"],"name":"ArrayRandomOne"},{"type":"Action","doc":"+ 子弹专用运动曲线,人物带测\n+ 飞行过程返回正在运行,抵达返回成功,前端假象,后端瞬移,最好不要在飞行过程做碰撞\n+ 所输入路点少于两个返回失败\n","desc":"贝塞尔曲线运动","args":[{"type":"int","desc":"时间","name":"time"},{"type":"boolean?","desc":"子弹","name":"bullet"}],"input":["[路点]","{作用单位}"],"name":"BezierCurve"},{"type":"Action","doc":"+ 使用event_level表中的事件ID(事件逻辑见事件表)\n","desc":"BOSS对话","args":[{"type":"int","desc":"事件ID","name":"event_id"}],"input":["{对象}?"],"name":"BossTalk"},{"type":"Action","doc":"+ 没有目标、怪物不可控、霸体返回失败\n+ 打断对方所有正在运行技能,会打断行为树中的LockAction(会打断被动、不会打断AI)\n+ 禁止移动(lockAction)被打断会进入待机状态\n","desc":"打断并设置新状态","args":[{"type":"lua?","desc":"时间(帧)","name":"time"},{"type":"boolean?","desc":"禁止重力","name":"gravity"},{"type":"boolean?","desc":"禁止移动","name":"move"},{"type":"boolean?","desc":"禁止跳跃","name":"jump"},{"type":"boolean?","desc":"禁止转向","name":"face"},{"type":"boolean?","desc":"禁止普攻","name":"skill1"},{"type":"boolean?","desc":"禁止自动技能","name":"skill2"},{"type":"boolean?","desc":"禁止主动技能","name":"skill3"},{"type":"boolean?","desc":"禁止二段跳","name":"skill4"},{"type":"boolean?","desc":"无法回怒","name":"ap"}],"input":["{目标}"],"name":"Break"},{"type":"Action","doc":"+ 子弹专用,非子弹返回失败\n","desc":"子弹销毁","name":"BulletDie"},{"type":"Action","doc":"+ 不能在跟随过程做碰撞检测\n+ 后端为时间到时瞬移至跟随目标(本质上无实际无移动过程)【无延迟情况下强制抵达】\n+ 跟随过程返回正在运行,到达后返回成功,无目标返回失败\n","desc":"子弹跟随","args":[{"type":"int","desc":"时间","name":"time"},{"type":"int?","desc":"x初速度","name":"vx"},{"type":"int?","desc":"y初速度","name":"vy"}],"input":["{跟随目标}"],"name":"BulletFollow"},{"type":"Condition","doc":"+ 目标是主角、可击退的怪物(配表)且不处于霸体状态(目前不包括机器人与召唤物)则返回成功\n+ 其他情况或没有目标时返回失败\n","desc":"是否可以击退","input":["{目标单位}"],"name":"CanHitBack"},{"type":"Condition","doc":"# 返回失败的情况:\n+ 没有携带该技能(配表)\n+ 处于CD状态\n+ 所释放技能的类型处于lockAction状态\n+ 被动技能\n+ 怒气技能需求怒气不足\n","desc":"技能是否可释放","args":[{"type":"int","desc":"技能id","name":"skillid"}],"name":"CanLaunch"},{"type":"Condition","doc":"# 返回失败的情况:\n+ 客户端专用\n+ 处于CD状态\n+ 所释放技能的类型处于lockAction状态\n+ 怒气不足\n","desc":"是否托管释放怒气技能","name":"CanLaunchCarry"},{"type":"Condition","doc":"+ 判定该单位所携带的所有普攻技能是否可释放\n+ 失败条件跟CanLaunch相同\n","desc":"是否可释放普通攻击","name":"CanNormalAttack"},{"type":"Action","doc":"+ 改变指定单位的AI行为树的变量,无目标时返回失败\n+ 变量是即时修改,若选择立即执行则强制该行为树再次执行(需要处理重复执行问题)\n","desc":"修改AI行为树变量","args":[{"type":"boolean?","desc":"立即执行","name":"now"}],"input":["{目标}"],"name":"ChangeAiVars"},{"type":"Action","doc":"Line truncated
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