feat(win): T-WIN-008/009/010 主界面/游戏/结算/来源展示/关于页
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class_name GameScreen
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extends Control
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## T-WIN-008:游戏界面(3D 角色 + 实时评分 HUD)
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## T-WIN-009:来源信息展示
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const UiKit = preload("res://src/ui/ui_kit.gd")
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const Scoring = preload("res://src/score/scoring.gd")
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const VrmLoader = preload("res://src/model/vrm_loader.gd")
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const SkeletonRetarget = preload("res://src/anim/skeleton_retarget.gd")
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const SourcePanel = preload("res://src/ui/source_panel.gd")
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const CatalogTypes = preload("res://src/net/catalog_types.gd")
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enum State { IDLE, PREPARING, RUNNING, FINISHED, FAILED }
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var state: State = State.IDLE
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var vrm: VrmLoader.VrmModel = null
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var retarget: SkeletonRetarget = null
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var _viewport: SubViewport
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var _camera: Camera3D
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var _model_host: Node3D
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var _score_label: Label
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var _grade_label: Label
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var _combo_label: Label
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var _progress: ProgressBar
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var _status_label: Label
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var _hint_label: Label
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var _source_panel: SourcePanel
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var _start_button: Button
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var _stop_button: Button
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var _motion: CatalogTypes.Motion = null
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var _song: CatalogTypes.Song = null
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var _model: CatalogTypes.Model = null
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var _good_frames: int = 0
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var _total_frames: int = 0
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var _on_exit: Callable = Callable()
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var _on_finished: Callable = Callable()
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func _init(on_exit: Callable = Callable(), on_finished: Callable = Callable()) -> void:
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_on_exit = on_exit
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_on_finished = on_finished
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func _ready() -> void:
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set_anchors_preset(Control.PRESET_FULL_RECT)
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name = "GameScreen"
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var root := UiKit.hbox(14)
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root.set_anchors_preset(Control.PRESET_FULL_RECT)
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root.offset_left = 20
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root.offset_top = 16
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root.offset_right = -20
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root.offset_bottom = -16
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add_child(root)
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# ---- 左侧:3D 视图 ----
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var view_container := SubViewportContainer.new()
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view_container.stretch = true
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view_container.size_flags_horizontal = Control.SIZE_EXPAND_FILL
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view_container.size_flags_vertical = Control.SIZE_EXPAND_FILL
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_viewport = SubViewport.new()
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_viewport.size = Vector2i(960, 720)
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_viewport.render_target_update_mode = SubViewport.UPDATE_ALWAYS
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_viewport.transparent_bg = false
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view_container.add_child(_viewport)
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root.add_child(view_container)
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_env_setup()
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# ---- 右侧:HUD ----
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var side := UiKit.vbox(10)
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side.custom_minimum_size = Vector2(340, 0)
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root.add_child(side)
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side.add_child(UiKit.title("评分"))
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var score_card := UiKit.panel()
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var score_box := UiKit.vbox(4)
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_score_label = UiKit.label("—", 52, UiKit.COLOR_ACCENT)
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_score_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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score_box.add_child(_score_label)
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_grade_label = UiKit.label("等待开始", UiKit.FONT_BODY, UiKit.COLOR_MUTED)
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_grade_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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score_box.add_child(_grade_label)
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_combo_label = UiKit.label("连击 0", UiKit.FONT_SMALL, UiKit.COLOR_MUTED)
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_combo_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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score_box.add_child(_combo_label)
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score_card.add_child(score_box)
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side.add_child(score_card)
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side.add_child(UiKit.label("动作进度", UiKit.FONT_SMALL, UiKit.COLOR_MUTED))
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_progress = UiKit.progress_bar(0.0)
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side.add_child(_progress)
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_status_label = UiKit.label("", UiKit.FONT_SMALL, UiKit.COLOR_MUTED)
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_status_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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side.add_child(_status_label)
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_hint_label = UiKit.label("", UiKit.FONT_SMALL, UiKit.COLOR_MUTED)
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_hint_label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
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side.add_child(_hint_label)
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_source_panel = SourcePanel.new("动作来源")
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side.add_child(_source_panel)
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side.add_child(UiKit.expander())
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var actions := UiKit.hbox(8)
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_start_button = UiKit.button("开始跟练", _on_start_pressed)
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_stop_button = UiKit.button("结束本轮", _on_stop_pressed)
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_stop_button.disabled = true
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actions.add_child(_start_button)
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actions.add_child(_stop_button)
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side.add_child(actions)
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side.add_child(UiKit.button("返回主菜单", func(): if _on_exit.is_valid(): _on_exit.call()))
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PoseReceiver.frame_received.connect(_on_frame_received)
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ScoreService.score_updated.connect(_on_score_updated)
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PoseReceiver.client_connected.connect(func(_d): _refresh_connection_hint())
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PoseReceiver.client_disconnected.connect(func(_r): _refresh_connection_hint())
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_refresh_connection_hint()
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func _env_setup() -> void:
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var world := WorldEnvironment.new()
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var env := Environment.new()
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env.background_mode = Environment.BG_COLOR
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env.background_color = UiKit.COLOR_BG
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env.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
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env.ambient_light_color = Color(1, 1, 1)
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env.ambient_light_energy = 0.9
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world.environment = env
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_viewport.add_child(world)
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var light := DirectionalLight3D.new()
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light.rotation_degrees = Vector3(-35, 40, 0)
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light.light_energy = 1.2
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_viewport.add_child(light)
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_camera = Camera3D.new()
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_camera.position = Vector3(0, 1.35, 2.4)
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_camera.rotation_degrees = Vector3(-6, 0, 0)
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_camera.fov = 40.0
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_viewport.add_child(_camera)
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_model_host = Node3D.new()
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_viewport.add_child(_model_host)
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## 设置本轮要跟练的曲目与动作,并加载模型
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func prepare(song: CatalogTypes.Song, motion: CatalogTypes.Motion, model: CatalogTypes.Model) -> void:
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_song = song
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_motion = motion
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_model = model
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_good_frames = 0
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_total_frames = 0
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state = State.PREPARING
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_progress.value = 0.0
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_score_label.text = "—"
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_grade_label.text = "正在准备…"
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_start_button.disabled = true
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_stop_button.disabled = true
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_source_panel.show_source(motion.source if motion != null else null, motion.name if motion != null else "")
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_set_status("正在下载并加载模型…")
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_clear_model()
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if model == null or model.file_url == "":
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_fail("目录中没有可用模型(未发布任何模型)")
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return
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var cached: Dictionary = await CatalogStore.ensure_model_cached(model)
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if not cached["ok"]:
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_fail("模型下载失败:%s" % str(cached["error"]))
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return
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var path := str(cached["path"])
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vrm = VrmLoader.load_from_file(path)
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if not vrm.available or vrm.skeleton == null:
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_fail("模型加载失败:%s" % (vrm.error if vrm.error != "" else "缺少骨骼"))
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return
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vrm.root.visible = true
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_model_host.add_child(vrm.root)
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_frame_camera_on(vrm.root)
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retarget = SkeletonRetarget.new(vrm.skeleton, vrm.bones)
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retarget.capture_rest()
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if not retarget.is_bound():
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_fail("骨骼绑定失败,模型可能不受支持")
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return
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var coverage := vrm.coverage() * 100.0
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_set_status("模型就绪:%s(VRM %s,%d 骨骼,人形覆盖率 %.0f%%)" % [
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model.name, vrm.vrm_version if vrm.vrm_version != "" else "—", vrm.bone_count, coverage,
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])
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if coverage < 60.0:
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_grade_label.text = "骨骼覆盖偏低,动作可能不完整"
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state = State.IDLE
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_start_button.disabled = false
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_refresh_connection_hint()
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## 让相机框住模型
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func _frame_camera_on(root: Node3D) -> void:
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var aabb := _compute_aabb(root)
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if aabb.size == Vector3.ZERO:
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return
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var height := aabb.size.y
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var center := aabb.get_center()
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_camera.position = center + Vector3(0, 0, maxf(height * 1.5, 2.0))
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_camera.rotation_degrees = Vector3(0, 0, 0)
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# 略微俯视,看向模型上半身
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_camera.position.y = center.y + height * 0.15
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_camera.look_at(center + Vector3(0, height * 0.02, 0), Vector3.UP)
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func _compute_aabb(node: Node) -> AABB:
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var result := AABB()
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var first := true
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if node is MeshInstance3D:
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var mesh := (node as MeshInstance3D).get_aabb()
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var world := (node as MeshInstance3D).global_transform
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# 用节点自身变换近似(骨架绑定姿态下足够用于定机位)
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result = world * mesh
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first = false
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for child in node.get_children():
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var child_aabb := _compute_aabb(child)
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if child_aabb.size == Vector3.ZERO:
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continue
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if first:
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result = child_aabb
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first = false
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else:
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result = result.merge(child_aabb)
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return result
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func _on_start_pressed() -> void:
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if _motion == null:
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_fail("未选择动作")
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return
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if not PoseReceiver.is_listening():
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PoseReceiver.start()
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if PoseReceiver.connected_client_count() == 0:
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_set_status("尚未连接 Android 辅助 App,已开始计时但暂无可评分数据。")
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_set_status("正在拉取参考动作序列…")
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_start_button.disabled = true
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var fetched: Dictionary = await CatalogStore.fetch_sequence(_motion.id)
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if not fetched["ok"]:
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_fail("参考序列拉取失败:%s" % str(fetched["error"]))
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_start_button.disabled = false
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return
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var sequence = fetched["sequence"]
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ScoreService.start_session(sequence.features, _motion.id, AppConfig.score_tolerance)
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state = State.RUNNING
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_stop_button.disabled = false
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_progress.value = 0.0
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_set_status("跟练进行中:参考 %d 帧(约 %.1f 秒)" % [
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sequence.frame_count(), sequence.duration_ms() / 1000.0,
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])
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func _on_stop_pressed() -> void:
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if state != State.RUNNING:
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return
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_finish_session("已手动结束")
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func _finish_session(reason: String) -> void:
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var summary := ScoreService.finish()
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state = State.FINISHED
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_stop_button.disabled = true
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_start_button.disabled = false
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_set_status("本轮结束(%s)" % reason)
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if retarget != null:
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retarget.reset()
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if _on_finished.is_valid():
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_on_finished.call(summary, _motion.source if _motion != null else null, _motion.name if _motion != null else "")
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func _on_frame_received(frame: Object) -> void:
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if state != State.RUNNING or retarget == null:
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return
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retarget.apply(frame, 4.0 / 3.0)
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_total_frames += 1
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func _on_score_updated(result: Dictionary) -> void:
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var score := float(result.get("score", 0.0))
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_score_label.text = "%d" % int(round(score))
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_score_label.add_theme_color_override("font_color", Scoring.grade_color(score))
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_grade_label.text = "%s | %s" % [Scoring.grade(score), Scoring.grade_label(score)]
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_combo_label.text = "连击 %d | 最高连击 %d" % [int(result.get("combo", 0)), int(result.get("max_combo", 0))]
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_progress.value = float(result.get("progress", 0.0)) * 100.0
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if score >= Scoring.COMBO_THRESHOLD:
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_good_frames += 1
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# 参考序列走完自动结算
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if bool(result.get("progress", 0.0) >= 0.999):
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_finish_session("动作已完成")
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func _refresh_connection_hint() -> void:
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var count := PoseReceiver.connected_client_count()
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if count > 0:
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_hint_label.text = "● 已连接 %d 台设备:%s" % [count, AppConfig.listen_url()]
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_hint_label.add_theme_color_override("font_color", UiKit.COLOR_GOOD)
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elif PoseReceiver.is_listening():
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_hint_label.text = "○ 等待 Android 辅助 App 连接 %s" % AppConfig.listen_url()
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_hint_label.add_theme_color_override("font_color", UiKit.COLOR_MUTED)
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else:
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_hint_label.text = "○ 接收服务未启动(将在开始跟练时自动启动 %s)" % AppConfig.listen_url()
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_hint_label.add_theme_color_override("font_color", UiKit.COLOR_MUTED)
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func _set_status(text: String) -> void:
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_status_label.text = text
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func _fail(message: String) -> void:
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state = State.FAILED
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_set_status(message)
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_grade_label.text = "无法开始"
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_start_button.disabled = true
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_stop_button.disabled = true
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push_warning("[GameScreen] %s" % message)
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func _clear_model() -> void:
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if vrm != null:
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if vrm.root != null and is_instance_valid(vrm.root) and vrm.root.get_parent() == _model_host:
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_model_host.remove_child(vrm.root)
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vrm.dispose()
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vrm = null
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retarget = null
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func _exit_tree() -> void:
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if PoseReceiver.frame_received.is_connected(_on_frame_received):
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PoseReceiver.frame_received.disconnect(_on_frame_received)
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if ScoreService.score_updated.is_connected(_on_score_updated):
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ScoreService.score_updated.disconnect(_on_score_updated)
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_clear_model()
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Reference in New Issue
Block a user