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3楼
楼主 |
发表于 2016-11-1 21:23:41
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- #encoding:utf-8
- =begin
- *******************************************************************************************
- * 立繪系統 *
- for RGSS3
- Ver 1.2 2016.08.29
- 原作者:魂(Lctseng),巴哈姆特論壇ID:play123
- 轉載請保留此標籤
- 個人小屋連結:http://home.gamer.com.tw/homeindex.php?owner=play123
- 需求前置腳本:Lctseng - 圖像精靈強化
- 請將此腳本至於該腳本底下
- 主要功能:
- 一、顯示左右邊的立繪,與對話框分開(即沒有關聯)
- 更新紀錄:
- Ver 1.00 :
- 日期:2014.09.24
- 摘要:■、最初版本
- Ver 1.10 :
- 日期:2014.10.30
- 摘要:■、加入調整透明度的功能
- Ver 1.11 :
- 日期:2014.11.05
- 摘要:■、修正立即出現沒有調整透明度的錯誤
- Ver 1.2 :
- 日期:2016.08.29
- 摘要:■、移除對話框行數多一行的部分
- 撰寫摘要:一、此腳本修改或重新定義以下類別:
- ■ Game_Interpreter
- ■ Game_System
- ■ Scene_Base
- ■ Scene_Map
- 二、此腳本新定義以下類別和模組:
- ■ Lctseng::Game_StandController
- ■ Lctseng::Game_Stand
- ■ Lctseng::Game_LeftStand
- ■ Lctseng::Game_RightStand
- ■ Lctseng::Spriteset_Stand
- ■ Lctseng::Sprite_Stand
- ■ Lctseng::Sprite_LeftStand
- ■ Lctseng::Sprite_RightStand
- *******************************************************************************************
- =end
- #*******************************************************************************************
- #
- # 請勿修改從這裡以下的程式碼,除非你知道你在做什麼!
- # DO NOT MODIFY UNLESS YOU KNOW WHAT TO DO !
- #
- #*******************************************************************************************
- #--------------------------------------------------------------------------
- # ★ 紀錄腳本資訊
- #--------------------------------------------------------------------------
- if !$lctseng_scripts
- $lctseng_scripts = {}
- end
- ## 檢查前置腳本
- if !$lctseng_scripts[:sprite_ex]
- msgbox("沒有發現前置腳本:Lctseng - 圖像精靈強化\n或者是腳本位置錯誤!\n程式即將關閉")
- exit
- end
- $lctseng_scripts[:stand_picture] = "1.11"
- puts "載入腳本:Lctseng - 立繪系統,版本:#{$lctseng_scripts[:stand_picture]}"
- #encoding:utf-8
- #==============================================================================
- # ■ Game_Interpreter
- #------------------------------------------------------------------------------
- # 事件指令的解釋器。
- # 本類在 Game_Map、Game_Troop、Game_Event 類的內部使用。
- #==============================================================================
- class Game_Interpreter
- #--------------------------------------------------------------------------
- # ● 左圖片飛入
- #--------------------------------------------------------------------------
- def left_slide_in(*args)
- $game_system.stand.left_slide_in(*args)
- end
- #--------------------------------------------------------------------------
- # ● 左圖片飛出
- #--------------------------------------------------------------------------
- def left_slide_out(*args)
- $game_system.stand.left_slide_out(*args)
- end
- #--------------------------------------------------------------------------
- # ● 左圖片更換
- #--------------------------------------------------------------------------
- def left_change(*args)
- $game_system.stand.left_change(*args)
- end
- #--------------------------------------------------------------------------
- # ● 右圖片飛入
- #--------------------------------------------------------------------------
- def right_slide_in(*args)
- $game_system.stand.right_slide_in(*args)
- end
- #--------------------------------------------------------------------------
- # ● 右圖片飛出
- #--------------------------------------------------------------------------
- def right_slide_out(*args)
- $game_system.stand.right_slide_out(*args)
- end
- #--------------------------------------------------------------------------
- # ● 右圖片更換
- #--------------------------------------------------------------------------
- def right_change(*args)
- $game_system.stand.right_change(*args)
- end
- #--------------------------------------------------------------------------
- # ● 左圖片Z座標更換
- #--------------------------------------------------------------------------
- def left_z(val)
- $game_system.stand.left.z = val
- end
- #--------------------------------------------------------------------------
- # ● 右圖片Z座標更換
- #--------------------------------------------------------------------------
- def right_z(val)
- $game_system.stand.right.z = val
- end
- #--------------------------------------------------------------------------
- # ● 左圖片在對話框前
- #--------------------------------------------------------------------------
- def left_front
- left_z(500)
- end
- #--------------------------------------------------------------------------
- # ● 左圖片在對話框後
- #--------------------------------------------------------------------------
- def left_behind
- left_z(50)
- end
- #--------------------------------------------------------------------------
- # ● 右圖片在對話框前
- #-------------------------------------------------------------------------
- def right_front
- right_z(500)
- end
- #--------------------------------------------------------------------------
- # ● 右圖片在對話框後
- #--------------------------------------------------------------------------
- def right_behind
- right_z(50)
- end
- #--------------------------------------------------------------------------
- # ● 左圖片最大透明限制
- #--------------------------------------------------------------------------
- def left_limit_opacity(*args)
- $game_system.stand.left_limit_opacity(*args)
- end
- #--------------------------------------------------------------------------
- # ● 右圖片最大透明限制
- #--------------------------------------------------------------------------
- def right_limit_opacity(*args)
- $game_system.stand.right_limit_opacity(*args)
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Game_System
- #------------------------------------------------------------------------------
- # 處理系統附屬數據的類。保存存檔和菜單的禁止狀態之類的數據。
- # 本類的實例請參考 $game_system 。
- #==============================================================================
- class Game_System
- #--------------------------------------------------------------------------
- # ● 取得立繪控制物件
- #--------------------------------------------------------------------------
- def stand
- [url=home.php?mod=space&uid=33296]@stand[/url] ||= Lctseng::Game_StandController.new
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Lctseng::Game_StandController
- #------------------------------------------------------------------------------
- # 控制立繪物件
- #==============================================================================
- module Lctseng
- class Game_StandController
- #--------------------------------------------------------------------------
- # ● 定義實例變數
- #--------------------------------------------------------------------------
- attr_reader :left
- attr_reader :right
- #--------------------------------------------------------------------------
- # ● 初始化對象
- #--------------------------------------------------------------------------
- def initialize
- [url=home.php?mod=space&uid=456159]@left[/url] = Game_LeftStand.new
- @right = Game_RightStand.new
- end
- #--------------------------------------------------------------------------
- # ● 當精靈組被釋放的時候的處理
- #--------------------------------------------------------------------------
- def on_terminate
- # 全部飛出
- left_slide_out
- right_slide_out
- end
- #--------------------------------------------------------------------------
- # ● 左圖片飛入
- #--------------------------------------------------------------------------
- def left_slide_in(filename)
- @left.change_filename(filename)
- @left.slide_in_req
- end
- #--------------------------------------------------------------------------
- # ● 左圖片飛出
- #--------------------------------------------------------------------------
- def left_slide_out
- @left.slide_out_req
- end
- #--------------------------------------------------------------------------
- # ● 左圖片最大透明限制
- #--------------------------------------------------------------------------
- def left_limit_opacity(value)
- @left.limit_opacity(value)
- end
- #--------------------------------------------------------------------------
- # ● 右圖片飛入
- #--------------------------------------------------------------------------
- def right_slide_in(filename)
- @right.change_filename(filename)
- @right.slide_in_req
- end
- #--------------------------------------------------------------------------
- # ● 右圖片飛出
- #--------------------------------------------------------------------------
- def right_slide_out
- @right.slide_out_req
- end
- #--------------------------------------------------------------------------
- # ● 右圖片最大透明限制
- #--------------------------------------------------------------------------
- def right_limit_opacity(value)
- @right.limit_opacity(value)
- end
- #--------------------------------------------------------------------------
- # ● 左圖片更換
- #--------------------------------------------------------------------------
- def left_change(filename,fast = false)
- @left.change(filename,fast)
- end
- #--------------------------------------------------------------------------
- # ● 右圖片更換
- #--------------------------------------------------------------------------
- def right_change(filename,fast = false)
- @right.change(filename,fast)
- end
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Lctseng::Game_Stand
- #------------------------------------------------------------------------------
- # 立繪物件
- #==============================================================================
- module Lctseng
- class Game_Stand
- #--------------------------------------------------------------------------
- # ● 定義實例變數
- #--------------------------------------------------------------------------
- attr_reader :status
- attr_reader :filename
- attr_reader :new_filename
- attr_reader :old_filename
- attr_reader :change_fast
- attr_reader :opacity_limit
- attr_accessor :z
- #--------------------------------------------------------------------------
- # ● 初始化對象
- #--------------------------------------------------------------------------
- def initialize
- # 檔名
- @filename = ''
- # 狀態:
- # :none 無
- # :slide_in_req 要求飛入
- # :sliding_in 飛入中
- # slide_out_req 要求飛出
- # :sliding_out 飛出中
- # :show 顯示中
- # :change_req 要求更換
- # :changing 更換中
- @status = :none
- # 更換時的新檔名【僅show中更換時生效】
- @new_filename = ''
- # 更換時的舊檔名【僅show中更換時生效】
- @old_filename = ''
- # 更換時是否快速更換,代表立即顯示不淡入
- @change_fast = false
- # Z 座標
- @z = 300
- # 透明度最大限制
- @opacity_limit = 255
- end
- #--------------------------------------------------------------------------
- # ● 回應飛入要求
- #--------------------------------------------------------------------------
- def response_slide_in
- @status = :sliding_in
- end
- #--------------------------------------------------------------------------
- # ● 回應飛入結束
- #--------------------------------------------------------------------------
- def response_slide_in_end
- @status = :show
- end
- #--------------------------------------------------------------------------
- # ● 回應飛出要求
- #--------------------------------------------------------------------------
- def response_slide_out
- @status = :sliding_out
- end
- #--------------------------------------------------------------------------
- # ● 回應飛出結束
- #--------------------------------------------------------------------------
- def response_slide_out_end
- @status = :none
- end
- #--------------------------------------------------------------------------
- # ● 回應更換要求
- #--------------------------------------------------------------------------
- def response_change_req
- @status = :changing
- end
- #--------------------------------------------------------------------------
- # ● 回應更換結束
- #--------------------------------------------------------------------------
- def response_change_end
- @status = :show
- end
- #--------------------------------------------------------------------------
- # ● 檔名更換
- #--------------------------------------------------------------------------
- def change_filename(new_name)
- @old_filename = @filename
- @new_filename = @filename = new_name
- end
- #--------------------------------------------------------------------------
- # ● 切換
- #--------------------------------------------------------------------------
- def change(new_name,fast)
- @change_fast = fast
- change_filename(new_name)
- @status = :change_req
- end
- #--------------------------------------------------------------------------
- # ● 要求飛入
- #--------------------------------------------------------------------------
- def slide_in_req
- @status = :slide_in_req
- end
- #--------------------------------------------------------------------------
- # ● 要求飛出
- #--------------------------------------------------------------------------
- def slide_out_req
- @status = :slide_out_req if @status != :none
- end
- #--------------------------------------------------------------------------
- # ● 限制透明度
- #--------------------------------------------------------------------------
- def limit_opacity(value)
- @opacity_limit = value
- end
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Lctseng::Game_LeftStand
- #------------------------------------------------------------------------------
- # 左方立繪物件
- #==============================================================================
- module Lctseng
- class Game_LeftStand < Game_Stand
- #--------------------------------------------------------------------------
- # ● 初始化對象
- #--------------------------------------------------------------------------
- def initialize
- super
- end
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Lctseng::Game_RightStand
- #------------------------------------------------------------------------------
- # 右方立繪物件
- #==============================================================================
- module Lctseng
- class Game_RightStand < Game_Stand
- #--------------------------------------------------------------------------
- # ● 初始化對象
- #--------------------------------------------------------------------------
- def initialize
- super
- end
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Lctseng::Spriteset_Stand
- #------------------------------------------------------------------------------
- # 處理立繪的精靈組
- # 監視Game_StandController進行立繪處理
- #==============================================================================
- module Lctseng
- class Spriteset_Stand
- #--------------------------------------------------------------------------
- # ● 加入設定模組
- #--------------------------------------------------------------------------
- #--------------------------------------------------------------------------
- # ● 初始化對象
- #--------------------------------------------------------------------------
- def initialize(viewport)
- @viewport = viewport
- @terminating_count = 0
- create_sprites
- end
- #--------------------------------------------------------------------------
- # ● 取得控制器
- #--------------------------------------------------------------------------
- def control
- $game_system.stand
- end
- #--------------------------------------------------------------------------
- # ● 產生精靈
- #--------------------------------------------------------------------------
- def create_sprites
- @left = Lctseng::Sprite_LeftStand.new(@viewport)
- @right = Lctseng::Sprite_RightStand.new(@viewport)
- end
- #--------------------------------------------------------------------------
- # ● 釋放
- #--------------------------------------------------------------------------
- def dispose
- dispose_sprites
- end
- #--------------------------------------------------------------------------
- # ● 釋放精靈
- #--------------------------------------------------------------------------
- def dispose_sprites
- @left.dispose
- @right.dispose
- end
- #--------------------------------------------------------------------------
- # ● 釋放
- #--------------------------------------------------------------------------
- def any_sprite_show?
- return true if @left&&@left.control.status != :none
- return true if @right&&@right.control.status != :none
- return false
- end
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- def update
- update_sprites
- end
- #--------------------------------------------------------------------------
- # ● 更新精靈
- #--------------------------------------------------------------------------
- def update_sprites
- @left.update
- @right.update
- end
- #--------------------------------------------------------------------------
- # ● 結束計數
- #--------------------------------------------------------------------------
- def terminate_countdown
- @terminating_count -= 1
- end
- #--------------------------------------------------------------------------
- # ● 結束中?
- #--------------------------------------------------------------------------
- def terminating?
- @terminating_count > 0
- end
- #--------------------------------------------------------------------------
- # ● 終止
- #--------------------------------------------------------------------------
- def terminate
- puts "終止處理"
- control.on_terminate
- if any_sprite_show?
- puts "要求終止前顯示"
- @terminating_count = 35
- end
- end
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Lctseng::Sprite_Stand
- #------------------------------------------------------------------------------
- # 立繪精靈
- #==============================================================================
- module Lctseng
- class Sprite_Stand < Sprite_Base
- #--------------------------------------------------------------------------
- # ● 加入淡入淡出與移動模組
- #--------------------------------------------------------------------------
- include SpriteFader
- include SpriteSlider
- #--------------------------------------------------------------------------
- # ● 初始化對象
- #--------------------------------------------------------------------------
- def initialize(viewport)
- @opacity_limit = 255
- @origin_opacity = 255
- super(viewport)
- @origin_opacity = self.opacity
- @filename = ''
- check_opacity
- fader_init
- slider_init
- [url=home.php?mod=space&uid=31758]@Shadow[/url] = Sprite_StandShadow.new(self,viewport)
- end
- #--------------------------------------------------------------------------
- # ● 取得控制物件
- #--------------------------------------------------------------------------
- def control
- end
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- def update
- super
- check_opacity
- check_action
- fader_update
- slider_update
- self.z = control.z
- @shadow.update
- end
- #--------------------------------------------------------------------------
- # ● 設定透明度
- #--------------------------------------------------------------------------
- alias :set_opacity :opacity=
- #--------------------------------------------------------------------------
- def opacity=(val)
- @origin_opacity = val
- adj = [@origin_opacity,@opacity_limit].min
- set_opacity(adj)
- end
- #--------------------------------------------------------------------------
- # ● 檢查透明度
- #--------------------------------------------------------------------------
- def check_opacity
- if @opacity_limit != control.opacity_limit
- @opacity_limit = control.opacity_limit
- self.opacity = @origin_opacity
- end
- end
- #--------------------------------------------------------------------------
- # ● 檢查動作
- #--------------------------------------------------------------------------
- def check_action
- #puts "狀態:#{control.status}"
- case control.status
- when :none
- hide
- when :slide_in_req
- check_filename
- reset_position
- slide_in
- control.response_slide_in
- when :sliding_in
- if !slider_sliding?
- control.response_slide_in_end
- end
- when :slide_out_req
- slide_out
- control.response_slide_out
- when :sliding_out
- if !slider_sliding?
- control.response_slide_out_end
- end
- when :change_req
- if control.change_fast
- change_immediately
- control.response_change_end
- else
- setup_shadow
- control.response_change_req
- end
- when :changing
- if !fader_fading? && [email protected]_fading?
- control.response_change_end
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 隱藏
- #--------------------------------------------------------------------------
- def hide
- self.opacity = 0
- end
- #--------------------------------------------------------------------------
- # ● 檢查檔名
- #--------------------------------------------------------------------------
- def check_filename
- # 若檔案更換,則重新建立位圖
- if @filename != control.filename
- change_immediately
- end
- end
- #--------------------------------------------------------------------------
- # ● 重置位置
- #--------------------------------------------------------------------------
- def reset_position
- return unless self.bitmap
- set_pos(slided_out_pos)
- end
- #--------------------------------------------------------------------------
- # ● 取得已飛入的位置
- #--------------------------------------------------------------------------
- def slided_in_pos
- [0,Graphics.height - self.height]
- end
- #--------------------------------------------------------------------------
- # ● 取得已飛出的位置
- #--------------------------------------------------------------------------
- def slided_out_pos
- [-0.5 * self.width,Graphics.height - self.height]
- end
- #--------------------------------------------------------------------------
- # ● 釋放
- #--------------------------------------------------------------------------
- def dispose
- super
- @shadow.dispose
- end
- #--------------------------------------------------------------------------
- # ● 飛入顯示
- #--------------------------------------------------------------------------
- def slide_in
- fader_set_fade(255,30)
- slider_set_move(current_pos,slided_in_pos,30)
- end
- #--------------------------------------------------------------------------
- # ● 飛出隱藏
- #--------------------------------------------------------------------------
- def slide_out
- fader_set_fade(0,30)
- slider_set_move(current_pos,slided_out_pos,30)
- end
- #--------------------------------------------------------------------------
- # ● 立即更換
- #--------------------------------------------------------------------------
- def change_immediately
- @filename = control.filename
- self.bitmap = Cache.picture(@filename)
- # 重新對齊座標
- set_pos(slide_in_pos_adjust(slided_in_pos))
- # 設定透明度
- self.opacity = 255
- end
- #--------------------------------------------------------------------------
- # ● 設置陰影
- # 將舊圖片作為殘影,主精靈使用新圖片淡入
- #--------------------------------------------------------------------------
- def setup_shadow
- @shadow.setup
- change_immediately
- self.opacity = 0
- fader_set_fade(255,30)
- end
- #--------------------------------------------------------------------------
- # ● 已飛入位置調整
- #--------------------------------------------------------------------------
- def slide_in_pos_adjust(pos)
- pos
- end
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Lctseng::Sprite_StandShadow
- #------------------------------------------------------------------------------
- # 立繪陰影精靈,主精靈更換圖片時,用來淡出舊圖片
- #==============================================================================
- module Lctseng
- class Sprite_StandShadow < Sprite_Base
- #--------------------------------------------------------------------------
- # ● 加入淡入淡出與移動模組
- #--------------------------------------------------------------------------
- include SpriteFader
- #--------------------------------------------------------------------------
- # ● 初始化對象
- #--------------------------------------------------------------------------
- def initialize(main,viewport)
- super(viewport)
- [url=home.php?mod=space&uid=217648]@Main[/url] = main
- fader_init
- end
- #--------------------------------------------------------------------------
- # ● 更新
- #--------------------------------------------------------------------------
- def update
- super
- fader_update
- end
- #--------------------------------------------------------------------------
- # ● 設置
- #--------------------------------------------------------------------------
- def setup
- self.bitmap = Cache.picture(@main.control.old_filename)
- self.opacity = @main.opacity
- self.x = @main.x
- self.y = @main.y
- fader_set_fade(0,30)
- end
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Lctseng::Sprite_LeftStand
- #------------------------------------------------------------------------------
- # 左方立繪精靈
- #==============================================================================
- module Lctseng
- class Sprite_LeftStand < Sprite_Stand
- #--------------------------------------------------------------------------
- # ● 取得控制物件
- #--------------------------------------------------------------------------
- def control
- $game_system.stand.left
- end
- #--------------------------------------------------------------------------
- # ● 重置位置
- #--------------------------------------------------------------------------
- def reset_position
- return unless self.bitmap
- super
- self.x = self.width * -0.5
- end
- #--------------------------------------------------------------------------
- # ● 取得已飛入的位置
- #--------------------------------------------------------------------------
- def slided_in_pos
- pos = super
- pos[0] = 0 # x座標為0
- slide_in_pos_adjust(pos)
- end
- #--------------------------------------------------------------------------
- # ● 已飛入位置調整
- #--------------------------------------------------------------------------
- def slide_in_pos_adjust(pos)
- # 限制不過半
- if pos[0] + self.width > 320
- pos[0] = 320 - self.width
- end
- pos
- end
- #--------------------------------------------------------------------------
- # ● 取得已飛出的位置
- #--------------------------------------------------------------------------
- def slided_out_pos
- pos = super
- pos[0] = -0.5 * self.width # x座標為負的一半寬度
- pos
- end
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Lctseng::Sprite_RightStand
- #------------------------------------------------------------------------------
- # 右方立繪精靈
- #==============================================================================
- module Lctseng
- class Sprite_RightStand < Sprite_Stand
- #--------------------------------------------------------------------------
- # ● 取得控制物件
- #--------------------------------------------------------------------------
- def control
- $game_system.stand.right
- end
- #--------------------------------------------------------------------------
- # ● 重置位置
- #--------------------------------------------------------------------------
- def reset_position
- return unless self.bitmap
- super
- self.x = Graphics.width - self.width * 0.5
- end
- #--------------------------------------------------------------------------
- # ● 取得已飛入的位置
- #--------------------------------------------------------------------------
- def slided_in_pos
- pos = super
- pos[0] = Graphics.width - self.width
- slide_in_pos_adjust(pos)
- end
- #--------------------------------------------------------------------------
- # ● 已飛入位置調整
- #--------------------------------------------------------------------------
- def slide_in_pos_adjust(pos)
- # 限制不過半
- if pos[0] < 320
- pos[0] = 320
- end
- pos
- end
- #--------------------------------------------------------------------------
- # ● 取得已飛出的位置
- #--------------------------------------------------------------------------
- def slided_out_pos
- pos = super
- pos[0] = Graphics.width - self.width * 0.5
- pos
- end
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Scene_Base
- #------------------------------------------------------------------------------
- # 游戲中所有 Scene 類(場景類)的父類
- #==============================================================================
- class Scene_Base
- #--------------------------------------------------------------------------
- # ● 重新定義
- #--------------------------------------------------------------------------
- unless $@
- alias lctseng_stand_start start
- alias lctseng_stand_update_basic update_basic
- alias lctseng_stand_terminate terminate
- end
- #--------------------------------------------------------------------------
- # ● 開始處理 【重新定義】
- #--------------------------------------------------------------------------
- def start
- lctseng_stand_start
- #create_stand_viewport
- create_stand_spriteset
- end
- #--------------------------------------------------------------------------
- # ● 產生立繪顯示端口
- #--------------------------------------------------------------------------
- def create_stand_viewport
- @viewport_stand = Viewport.new
- @viewport_stand.z = 100
- end
- #--------------------------------------------------------------------------
- # ● 產生立繪精靈
- #--------------------------------------------------------------------------
- def create_stand_spriteset
- # 修改不使用顯示端口,以便控制Z座標
- @stand_spriteset = Lctseng::Spriteset_Stand.new(nil)
- end
- #--------------------------------------------------------------------------
- # ● 更新畫面(基礎)【重新定義】
- #--------------------------------------------------------------------------
- def update_basic
- lctseng_stand_update_basic
- update_stand_spriteset
- end
- #--------------------------------------------------------------------------
- # ● 更新立繪精靈
- #--------------------------------------------------------------------------
- def update_stand_spriteset
- @stand_spriteset.update
- end
- #--------------------------------------------------------------------------
- # ● 結束處理【重新定義】
- #--------------------------------------------------------------------------
- def terminate
- stand_terminate
- lctseng_stand_terminate
- dispose_stand_spriteset
- #dispose_stand_viewport
- end
- #--------------------------------------------------------------------------
- # ● 釋放立繪精靈
- #--------------------------------------------------------------------------
- def dispose_stand_spriteset
- @stand_spriteset.dispose
- end
- #--------------------------------------------------------------------------
- # ● 釋放立繪顯示端口
- #--------------------------------------------------------------------------
- def dispose_stand_viewport
- @viewport_stand.dispose
- end
- #--------------------------------------------------------------------------
- # ● 立繪結束處理
- #--------------------------------------------------------------------------
- def stand_terminate
- @stand_spriteset.terminate
- while @stand_spriteset.terminating?
- @stand_spriteset.terminate_countdown
- puts "結束前處理"
- @stand_spriteset.update
- Graphics.update
- end
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ Scene_Map
- #------------------------------------------------------------------------------
- # 地圖畫面
- #==============================================================================
- class Scene_Map < Scene_Base
- #--------------------------------------------------------------------------
- # ● 重新定義
- #--------------------------------------------------------------------------
- unless $@
- alias lctseng_stand_pre_transfer pre_transfer
- end
- #--------------------------------------------------------------------------
- # ● 場所移動前的處理【重新定義】
- #--------------------------------------------------------------------------
- def pre_transfer
- puts "場所移動處理"
- stand_terminate
- lctseng_stand_pre_transfer
- end
- end
复制代码
需要配合使用的图像精灵强化脚本(前置脚本)
- #encoding:utf-8
- =begin
- *******************************************************************************************
- * 圖像精靈強化 *
- for RGSS3
- Ver 1.10 2014.12.02
- 原作者:魂(Lctseng),巴哈姆特論壇ID:play123
-
- 轉載請保留此標籤
- 個人小屋連結:http://home.gamer.com.tw/homeindex.php?owner=play123
- 主要功能:
- 一、大部分Lctseng發布的圖像有關腳本都需要有此腳本作為前置腳本
-
- 更新紀錄:
- Ver 1.00 :
- 日期:2014.09.24
- 摘要:■、最初版本
- Ver 1.10 :
- 日期:2014.12.02
- 摘要:■、更新Sprite_Drawer,新增param_change_color
-
- 撰寫摘要:一、此腳本修改或重新定義以下類別:
- ■ Sprite
-
- 二、此腳本新定義以下類別和模組:
- ■ SpriteDrawer
- ■ SpriteFader
- ■ SpriteSlider
- ■ SpriteSensor
- ■ SpriteZoomer
-
- *******************************************************************************************
- =end
- #*******************************************************************************************
- #
- # 請勿修改從這裡以下的程式碼,除非你知道你在做什麼!
- # DO NOT MODIFY UNLESS YOU KNOW WHAT TO DO !
- #
- #*******************************************************************************************
- #--------------------------------------------------------------------------
- # ★ 紀錄腳本資訊
- #--------------------------------------------------------------------------
- if !$lctseng_scripts
- $lctseng_scripts = {}
- end
- $lctseng_scripts[:sprite_ex] = "1.00"
- puts "載入腳本:Lctseng - 圖像精靈強化,版本:#{$lctseng_scripts[:sprite_ex]}"
- #encoding:utf-8
- #==============================================================================
- # ■ Sprite
- #------------------------------------------------------------------------------
- # 精靈。
- #==============================================================================
- class Sprite
- #--------------------------------------------------------------------------
- # ● 執行精靈居中
- #--------------------------------------------------------------------------
- def center_sprite
- center_origin
- self.x = Graphics.width / 2
- self.y = Graphics.height / 2
- end
- #--------------------------------------------------------------------------
- # ● 執行精靈原點居中
- #--------------------------------------------------------------------------
- def center_origin
- if self.bitmap
- self.ox = self.bitmap.width / 2
- self.oy = self.bitmap.height / 2
- end
- end
- #--------------------------------------------------------------------------
- # ● 滑鼠是否在精靈內?
- #--------------------------------------------------------------------------
- def mouse_in_area?
- if self.bitmap
- Mouse.area?(self.x - self.ox,self.y - self.oy,self.bitmap.width,self.bitmap.height)
- else
- false
- end
- end
- #--------------------------------------------------------------------------
- # ● 當前位置
- #--------------------------------------------------------------------------
- def current_pos
- [self.x , self.y]
- end
- #--------------------------------------------------------------------------
- # ● 設定位置
- #--------------------------------------------------------------------------
- def set_pos(pos)
- self.x = pos[0]
- self.y = pos[1]
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ SpriteDrawer
- #------------------------------------------------------------------------------
- # 讓精靈可以進行類似Window那樣繪製文字的模組
- # UPDATE:14008062248 Ver 1.3
- #==============================================================================
- module SpriteDrawer
- #--------------------------------------------------------------------------
- # ● 取得視窗外框位圖
- #--------------------------------------------------------------------------
- def windowskin
- Cache.system("Window")
- end
- #--------------------------------------------------------------------------
- # ● 獲取內容尺寸
- #--------------------------------------------------------------------------
- def text_size(str)
- self.bitmap.text_size(str)
- end
- #--------------------------------------------------------------------------
- # ● 獲取項目的繪制矩形
- #--------------------------------------------------------------------------
- def item_rect(index)
- rect = Rect.new
- rect.width = item_width
- rect.height = item_height
- rect.x = index % col_max * (item_width + spacing)
- rect.y = index / col_max * item_height
- rect
- end
- #--------------------------------------------------------------------------
- # ● 獲取項目寬度
- #--------------------------------------------------------------------------
- def item_width
- 192
- end
- #--------------------------------------------------------------------------
- # ● 獲取項目高度
- #--------------------------------------------------------------------------
- def item_height
- line_height
- end
- #--------------------------------------------------------------------------
- # ● 獲取列數
- #--------------------------------------------------------------------------
- def col_max
- return 1
- end
- #--------------------------------------------------------------------------
- # ● 獲取行間距的寬度
- #--------------------------------------------------------------------------
- def spacing
- return 32
- end
- #--------------------------------------------------------------------------
- # ● 獲取文字顏色
- # n : 文字顏色編號(0..31)
- #--------------------------------------------------------------------------
- def text_color(n)
- windowskin.get_pixel(64 + (n % 8) * 8, 96 + (n / 8) * 8)
- end
- #--------------------------------------------------------------------------
- # ● 繪製文字
- #--------------------------------------------------------------------------
- def draw_text(*args,&block)
- self.bitmap.draw_text(*args,&block)
- end
- #--------------------------------------------------------------------------
- # ● 繪制圖標
- # enabled : 有效的標志。false 的時候使用半透明效果繪制
- #--------------------------------------------------------------------------
- def draw_icon(icon_index, x, y, enabled = true)
- temp_bitmap = Cache.system("Iconset")
- rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
- self.bitmap.blt(x, y, temp_bitmap, rect, enabled ? 255 : translucent_alpha)
- end
- #--------------------------------------------------------------------------
- # ● 繪制圖標,指定目標矩形
- # enabled : 有效的標志。false 的時候使用半透明效果繪制
- #--------------------------------------------------------------------------
- def draw_icon_with_rect(icon_index, target_rect ,enabled = true)
- temp_bitmap = Cache.system("Iconset")
- rect = Rect.new(icon_index % 16 * 24, icon_index / 16 * 24, 24, 24)
- self.bitmap.stretch_blt(target_rect, temp_bitmap, rect, enabled ? 255 : translucent_alpha)
- end
- #--------------------------------------------------------------------------
- # ● 獲取半透明繪制用的透明度
- #--------------------------------------------------------------------------
- def translucent_alpha
- return 160
- end
- #--------------------------------------------------------------------------
- # ● 繪制物品名稱
- # enabled : 有效的標志。false 的時候使用半透明效果繪制
- #--------------------------------------------------------------------------
- def draw_item_name(item, x, y, enabled = true, width = 172)
- return unless item
- draw_icon(item.icon_index, x, y, enabled)
- change_color(normal_color, enabled)
- draw_text(x + 24, y, width, line_height, item.name)
- end
- #--------------------------------------------------------------------------
- # ● 繪制物品細節名稱
- #--------------------------------------------------------------------------
- def draw_detail_name(item, x, y, enabled = true, width = 172)
- return unless item.is_a?(Game_Equip_Details)
- color = item.fmts[1]
- match_item = item.get_match
- return unless match_item
- item_name = sprintf(item.fmts[0],match_item.name)
- item_icon_index = match_item.icon_index
- if enabled
- change_color(text_color(color),true)
- else
- change_color(normal_color, false)
- end
- draw_icon(item_icon_index, x, y, enabled)
- draw_text(x + 24, y, width, line_height, item_name)
- end
- #--------------------------------------------------------------------------
- # ● 繪制名字
- #--------------------------------------------------------------------------
- def draw_actor_name(actor, x, y, width = 112,align = 0)
- # change_color(hp_color(actor))
- draw_text(x, y, width, line_height, actor.name,align)
- end
- #--------------------------------------------------------------------------
- # ● 更改內容繪制顏色
- # enabled : 有效的標志。false 的時候使用半透明效果繪制
- #--------------------------------------------------------------------------
- def change_color(color, enabled = true)
- self.bitmap.font.color.set(color)
- self.bitmap.font.color.alpha = translucent_alpha unless enabled
- end
- #--------------------------------------------------------------------------
- # ● 更改字型
- #--------------------------------------------------------------------------
- def change_font(font)
- self.bitmap.font = font if self.bitmap
- end
- #--------------------------------------------------------------------------
- # ● 獲取行高
- #--------------------------------------------------------------------------
- def line_height
- return 24
- end
- #--------------------------------------------------------------------------
- # ● 更換字體大小
- #--------------------------------------------------------------------------
- def change_font_size(sz)
- self.bitmap.font.size = sz
- end
- #--------------------------------------------------------------------------
- # ● 繪製數值條內容
- # 給定:座標、最大值、當前值、圖檔名稱
- #--------------------------------------------------------------------------
- def draw_gauge_content(dx,dy,current,max,filename)
- bitmap = Cache.battle(filename)
- rect = bitmap.rect.clone
- if max <= 0
- rate = 0
- else
- rate = (current.to_f/max)
- end
- rect.width = (rect.width * rate + 0.5).round
- self.bitmap.blt(dx,dy,bitmap,rect)
- change_color(normal_color)
- draw_text(dx,dy-3,bitmap.rect.width - 3,16,sprintf("%d / %d",current,max),2)
- end
- #--------------------------------------------------------------------------
- # ● 繪製子彈資訊
- #--------------------------------------------------------------------------
- def draw_bullet_info_by_detail(detail,x,y,dw = 115 , dh = 18)
- # 字型大小設置:子彈型
- change_font(Lctseng.bullet_font)
-
- item = nil
- if detail
- item = detail.get_match
- end
- if item && item.need_bullet?
- ammo = detail.ammo
- bullet_item = ammo.item
- if detail.has_loaded_bullet_id? && bullet_item
- draw_bullet(ammo,x,y,dw,dh)
- else
- change_color(system_color)
- draw_text(x,y,dw,dh,"無裝備任何子彈")
- end
- else
- # 子彈不存在或不需要子彈
- change_color(system_color)
- draw_text(x,y,dw,dh,"無須使用子彈")
- end
-
- end
- #--------------------------------------------------------------------------
- # ● 繪製子彈
- #--------------------------------------------------------------------------
- def draw_bullet(ammo,x,y,total_dw,dh)
- amount_dw = 40
- dw = total_dw - amount_dw
- item = ammo.item
- bullet = ammo.bullet_obj
- # 繪製圖標
- draw_icon_with_rect(item.icon_index,Rect.new(x,y,dh,dh))
- # 基準座標位移
- diff = (dh + 1)
- x += diff
- dw -= diff
- # 繪製文字
-
- change_color(text_color(6))
- name = bullet.display_name
- text_w = text_size(name).width
- #contents.fill_rect(Rect.new(x,y,dw,dh),Color.new(255,0,0))
- draw_text(x,y,dw,dh,name)
-
- # 基準座標位移
- x += ( text_w + 1 )
- # 繪製數量
- amount = ammo.bullet_remain
- if amount > 0
- change_color(Color.new(0,255,0))
- else
- change_color(Color.new(255,0,0))
- end
- str = sprintf("(%d)",amount)
- #contents.fill_rect(Rect.new(x,y,amount_dw,dh),Color.new(255,255,0))
- draw_text(x,y,amount_dw,dh,str)
-
- end
- #--------------------------------------------------------------------------
- # ● 獲取能力值變化的繪制色
- #--------------------------------------------------------------------------
- def param_change_color(change)
- return power_up_color if change > 0
- return power_down_color if change < 0
- return normal_color
- end
- #--------------------------------------------------------------------------
- # ● 獲取各種文字顏色
- #--------------------------------------------------------------------------
- def normal_color; text_color(0); end; # 普通
- def system_color; text_color(16); end; # 系統
- def crisis_color; text_color(17); end; # 危險
- def knockout_color; text_color(18); end; # 無法戰斗
- def gauge_back_color; text_color(19); end; # 值槽背景
- def hp_gauge_color1; text_color(20); end; # HP 值槽 1
- def hp_gauge_color2; text_color(21); end; # HP 值槽 2
- def mp_gauge_color1; text_color(22); end; # MP 值槽 1
- def mp_gauge_color2; text_color(23); end; # MP 值槽 2
- def mp_cost_color; text_color(23); end; # 消費 TP
- def power_up_color; text_color(24); end; # 能力值提升(更換裝備時)
- def power_down_color; text_color(25); end; # 能力值降低(更換裝備時)
- def tp_gauge_color1; text_color(28); end; # TP 值槽 1
- def tp_gauge_color2; text_color(29); end; # TP 值槽 2
- def tp_cost_color; text_color(29); end; # 消費 TP
- end
-
-
-
- #encoding:utf-8
- #==============================================================================
- # ■ SpriteFader
- #------------------------------------------------------------------------------
- # 讓精靈可以進行淡出淡入所需的原件
- #==============================================================================
- module SpriteFader
- #--------------------------------------------------------------------------
- # ● 初始化淡入淡出模組
- #--------------------------------------------------------------------------
- def fader_init
- @fade_count = 0
- @fade_to = 0
- @fade_real_opacity = 0.0
- @fade_speed = 0.0
- @fade_post_handler = nil
- @fade_init = true
- @fade_processing = false
- end
- #--------------------------------------------------------------------------
- # ● 設置淡入淡出 (設定目的透明度與時間)
- #--------------------------------------------------------------------------
- def fader_set_fade(to,time)
- @fade_count = time
- @fade_to = to.to_f
- @fade_real_opacity = self.opacity.to_f
- @fade_speed = ( @fade_to - @fade_real_opacity ) / @fade_count + 0.001
- @fade_processing = true
- end
- #--------------------------------------------------------------------------
- # ● 更新淡入淡出
- #--------------------------------------------------------------------------
- def fader_update
- return if !@fade_init
- if @fade_count > 0
- @fade_count -= 1
- self.opacity = @fade_real_opacity += @fade_speed
- else
- if @fade_processing
- @fade_processing = false
- fader_post_fade
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 是否淡入淡出?
- #--------------------------------------------------------------------------
- def fader_fading?
- @fade_init && @fade_count > 0
- end
- #--------------------------------------------------------------------------
- # ● 設置淡入淡出結束後處理
- #--------------------------------------------------------------------------
- def fader_set_post_handler(handler)
- @fade_post_handler = handler
- end
- #--------------------------------------------------------------------------
- # ● 呼叫淡入淡出結束後處理
- #--------------------------------------------------------------------------
- def fader_post_fade
- if @fade_post_handler
- @fade_post_handler.call
- end
- end
- #--------------------------------------------------------------------------
- # ● 清除呼叫淡入淡出結束後的處理程序
- #--------------------------------------------------------------------------
- def fader_clear_handler
- @fade_post_handler = nil
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ SpriteSlider
- #------------------------------------------------------------------------------
- # 讓精靈可以進行移動所需的原件
- # UPDATE:1407091114
- #==============================================================================
- module SpriteSlider
- #--------------------------------------------------------------------------
- # ● 初始化移動模組
- #--------------------------------------------------------------------------
- def slider_init
- @slide_count = 0
- @slide_real_pos = [0.0,0.0]
- @slide_from = [0,0]
- @slide_to = [0,0]
- @slide_speed = [0.0,0.0]
- @slide_init = true
- @slide_post_handler = nil
- @slide_processing = false
- end
- #--------------------------------------------------------------------------
- # ● 設置移動
- #--------------------------------------------------------------------------
- def slider_set_move(from,to,time)
- @slide_count = time
- @slide_from = from.collect {|i| i.to_f}
- @slide_to = to.collect {|i| i.to_f}
- @slide_real_pos = @slide_from.clone
- # 設置速度
- 2.times do |i|
- @slide_speed[i] = (@slide_to[i] - @slide_from[i]) / @slide_count
- end
- @slide_processing = true
-
- end
- #--------------------------------------------------------------------------
- # ● 更新移動
- #--------------------------------------------------------------------------
- def slider_update
- return if !@slide_init
- if @slide_count > 0
- @slide_count -= 1
- 2.times do |i|
- @slide_real_pos[i] = @slide_real_pos[i] + @slide_speed[i]
- end
- self.x = @slide_real_pos[0]
- self.y = @slide_real_pos[1]
- else
- if @slide_processing
- slider_adjust_pos
- @slide_processing = false
- slider_post_method
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 修正最後位置
- #--------------------------------------------------------------------------
- def slider_adjust_pos
- self.x , self.y = @slide_to
- end
- #--------------------------------------------------------------------------
- # ● 是否移動動?
- #--------------------------------------------------------------------------
- def slider_sliding?
- @slide_init && @slide_count > 0
- end
- #--------------------------------------------------------------------------
- # ● 呼叫移動後的方法
- #--------------------------------------------------------------------------
- def slider_post_method
- if @slide_post_handler
- @slide_post_handler.call
- end
- end
- #--------------------------------------------------------------------------
- # ● 設置移動結束後處理
- #--------------------------------------------------------------------------
- def slider_set_post_handler(handler)
- @slide_post_handler = handler
- end
- #--------------------------------------------------------------------------
- # ● 清除呼叫移動出結束後的處理程序
- #--------------------------------------------------------------------------
- def slider_clear_handler
- @slide_post_handler = nil
- end
- #--------------------------------------------------------------------------
- # ● 清除呼叫移動出結束後的處理程序
- #--------------------------------------------------------------------------
- def slider_clear_post_handler
- @slide_post_handler = nil
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ SpriteSensor
- # 更新:1408061703 Ver 1.1
- #------------------------------------------------------------------------------
- # 讓精靈可以感應滑鼠放置所需的原件
- #==============================================================================
- module SpriteSensor
- #--------------------------------------------------------------------------
- # ● 初始化感應模組
- #--------------------------------------------------------------------------
- def sensor_init
- @sensor_init = true
- @sensor_hover_handler = nil
- @sensor_input_handler = nil
- @sensor_set_hover = false
- @sensor_set_input = false
- @active = false
- end
- #--------------------------------------------------------------------------
- # ● 其他啟動條件
- #--------------------------------------------------------------------------
- def sensor_other_active_condition
- true
- end
- #--------------------------------------------------------------------------
- # ● 啟用感應器
- #--------------------------------------------------------------------------
- def sensor_activate
- @active = true
- end
- #--------------------------------------------------------------------------
- # ● 停用感應器
- #--------------------------------------------------------------------------
- def sensor_deactivate
- @active = false
- end
- #--------------------------------------------------------------------------
- # ● 設置懸浮感應處理程序
- #--------------------------------------------------------------------------
- def sensor_set_sense_hover(handler)
- @sensor_set_hover = true
- @sensor_hover_handler = handler
- end
- #--------------------------------------------------------------------------
- # ● 設置按鈕感應處理程序
- #--------------------------------------------------------------------------
- def sensor_set_sense_input(handler)
- @sensor_set_input = true
- @sensor_input_handler = handler
- end
- #--------------------------------------------------------------------------
- # ● 滑鼠是否在精靈內?
- #--------------------------------------------------------------------------
- def sensor_mouse_in_area?
- if self.bitmap
- Mouse.area?(self.x - self.ox,self.y - self.oy,self.bitmap.width,self.bitmap.height)
- else
- false
- end
- end
- #--------------------------------------------------------------------------
- # ● 呼叫感應器的檢查方法
- #--------------------------------------------------------------------------
- def sensor_call_input
- if Input.trigger?(:C)
- @sensor_input_handler.call(:C)
- end
- end
- #--------------------------------------------------------------------------
- # ● 滑鼠是否在精靈內?包含啟動測試
- #--------------------------------------------------------------------------
- def sensor_mouse_in_area_safe?
- @sensor_init && @active && sensor_mouse_in_area?
- end
- #--------------------------------------------------------------------------
- # ● 更新感應
- #--------------------------------------------------------------------------
- def sensor_update
- return if !@sensor_init
- return if !@active
- return if !sensor_other_active_condition
- if @sensor_hover_handler
- if sensor_mouse_in_area?
- if @sensor_set_hover && @sensor_hover_handler
- @sensor_hover_handler.call(true)
- end
- if @sensor_set_input && @sensor_input_handler
- sensor_call_input
- end
- else
- if @sensor_set_hover && @sensor_hover_handler
- @sensor_hover_handler.call(false)
- end
- end
- end
- end
- end
- #encoding:utf-8
- #==============================================================================
- # ■ SpriteZoomer
- #------------------------------------------------------------------------------
- # 讓精靈可以進行放大縮小所需的原件,內部實例變數以 "_" 開頭,公開方法以"zoomer"開頭
- #==============================================================================
- module SpriteZoomer
- #--------------------------------------------------------------------------
- # ● 初始化縮放模組
- #--------------------------------------------------------------------------
- def zoomer_init
- @_zoom_count = 0
- @_zoom_from = [0.0,0.0]
- @_zoom_to = [0.0,0.0]
- @_zoom_speed = [0.0,0.0]
- @_zoom_init = true
- @_zoom_post_handler = nil
- @_zoom_processing = false
- end
- #--------------------------------------------------------------------------
- # ● 設置縮放
- #--------------------------------------------------------------------------
- def zoomer_set_effect(from,to,time)
- self.zoom_x , self.zoom_y = from
- @_zoom_count = time
- @_zoom_from = from
- @_zoom_to = to
- # 設置速度
- 2.times do |i|
- @_zoom_speed[i] = (@_zoom_to[i] - @_zoom_from[i]) / @_zoom_count
- end
- @_zoom_processing = true
-
- end
- #--------------------------------------------------------------------------
- # ● 更新縮放
- #--------------------------------------------------------------------------
- def zoomer_update
- return if !@_zoom_init
- if @_zoom_count > 0
- @_zoom_count -= 1
- self.zoom_x += @_zoom_speed[0]
- self.zoom_y += @_zoom_speed[1]
- else
- if @_zoom_processing
- @_zoom_processing = false
- zoomer_post_method
- end
- end
- end
- #--------------------------------------------------------------------------
- # ● 是否效果中?
- #--------------------------------------------------------------------------
- def zoomer_effect?
- @_zoom_init && @_zoom_count > 0
- end
- #--------------------------------------------------------------------------
- # ● 呼叫縮放後的方法
- #--------------------------------------------------------------------------
- def zoomer_post_method
- if @_zoom_post_handler
- @_zoom_post_handler.call
- end
- end
- #--------------------------------------------------------------------------
- # ● 設置縮放結束後處理
- #--------------------------------------------------------------------------
- def zoomer_set_post_handler(handler)
- @_zoom_post_handler = handler
- end
- #--------------------------------------------------------------------------
- # ● 清除呼叫縮放出結束後的處理程序
- #--------------------------------------------------------------------------
- def zoomer_clear_handler
- @_zoom_post_handler = nil
- end
- end
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