P1 反馈两处修改: - 顶部加「海选审核 / 演出配置」模式切换;演出配置=独立页,左列仅已确认事件, 选中即内嵌白模预览(弃用原弹窗),为 P2 在此配置演出细节打底 - 修镜头框只在 dialogue 显式带 camera 时才画的 bug:改为镜头可视区域框始终可见, 显式镜头点优先→跟随说话人→跟玩家→场景中心,框尺寸按世界单位随舞台缩放+焦点十字 - timeline.js 从弹窗固定ID重构为挂载到任意容器 Timeline.show(host,...); 离线模型测试复跑两样张全过,重构未破坏逻辑
363 lines
19 KiB
JavaScript
363 lines
19 KiB
JavaScript
// 演出预览/配置:把事件的演出节点铺成时间线(每节点按时长占一段),并在 2D 俯视白模舞台上随
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// playhead 播放——走位插值、对话打字机、镜头可视区域框。战斗/选择/随机只在「剧情」轨标点,不模拟。
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// P1:消费现有 IR(线性顺序铺轴,无并行偏移);沿首出口走一条主路径预览。
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// 渲染挂载到任意 host 容器(演出配置页内嵌),不再用弹窗。
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// 暴露 window.Timeline = { show(host, ir, dict, pointsets), stop() }。
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(function () {
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// ---- 时长模型(前端估算;与未来编译器口径对齐时再统一)----
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const CHAR_TIME = 0.07; // 打字机:秒/字
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const TAIL_PAUSE = 0.9; // 对话读完停顿
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const MIN_DLG = 1.2; // 对话最短时长
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const MOVE_SPEED = 3.0; // 默认走位速度(点位单位/秒)
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const ANIM_DUR = 1.0; // 动画缺省时长(Web 不知 clip 真长,P3 引擎回填)
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const PXPSEC = 80; // 时间轴每秒像素
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const ROW_H = 30; // 轨道行高
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const CAM_W = 14, CAM_H = 9; // 镜头可视区域(世界单位,俯视示意)
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function dlgDur(text) { return Math.max(MIN_DLG, (text || "").length * CHAR_TIME + TAIL_PAUSE); }
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function esc(s) { return String(s == null ? "" : s).replace(/&/g, "&").replace(/</g, "<").replace(/>/g, ">"); }
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function anchorXZ(anchors, name) {
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const a = (anchors || []).find(x => x.name === name);
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return a ? { x: a.pos[0], z: a.pos[2] } : null;
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}
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// ---- 线性化:从入度0起步,沿首出口走一条主路径;分支/结局标点不展开 ----
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function firstNode(IR) {
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const indeg = {}; (IR.nodes || []).forEach(n => indeg[n.id] = 0);
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(IR.nodes || []).forEach(n => {
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const outs = [n.next].concat((n.options || []).map(o => o.goto), (n.branches || []).map(b => b.goto),
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n.kind === "fight" ? [n.win, n.lose] : []);
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outs.forEach(t => { if (t in indeg) indeg[t]++; });
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});
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const roots = (IR.nodes || []).filter(n => indeg[n.id] === 0);
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return (roots[0] || (IR.nodes || [])[0] || {}).id;
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}
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function linearize(IR) {
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const nodes = {}; (IR.nodes || []).forEach(n => nodes[n.id] = n);
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const endings = {}; (IR.endings || []).forEach(e => endings[e.id] = e);
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const seqMap = {}; (IR.sequences || []).forEach(s => seqMap[s.id] = s);
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const out = [];
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let id = firstNode(IR), guard = 0; const seen = new Set();
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while (id && guard++ < 500) {
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if (seen.has(id)) { out.push({ stop: "循环中断" }); break; }
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seen.add(id);
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const n = nodes[id];
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if (!n) { if (endings[id]) out.push({ ending: endings[id] }); break; }
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const k = n.kind;
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if (k === "choice" || k === "choice_once") { out.push({ branch: "choice", node: n }); const o = n.options || []; id = o.length ? o[0].goto : null; }
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else if (k === "random") { out.push({ branch: "random", node: n }); const b = n.branches || []; id = b.length ? b[0].goto : null; }
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else if (k === "fight") { out.push({ branch: "fight", node: n }); id = n.win || n.lose || null; }
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else if (k === "out_ref") {
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const sq = seqMap[n.ref];
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if (sq && (sq.nodes || []).length) {
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const sm = {}; sq.nodes.forEach(x => sm[x.id] = x);
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let sid = sq.nodes[0].id, sg = 0;
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while (sid && sg++ < 100) { const sn = sm[sid]; if (!sn) break; out.push({ node: sn, kind: sn.kind }); sid = sn.next; }
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}
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id = n.next;
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}
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else { out.push({ node: n, kind: k }); id = n.next; }
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}
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// 注:结局已在循环顶部 `!n` 分支里 push 过(endings 不在 nodes 里),此处不再重复推。
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return out;
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}
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// ---- 构建演出模型:clips + rows + total ----
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function buildModel(IR, anchors) {
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const seq = linearize(IR);
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const roleName = {}; (IR.roles || []).forEach(r => roleName[r.slot] = r.name);
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const nm = s => s === "P1" ? "玩家" : (roleName[s] || s);
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const initPos = {}; (anchors || []).forEach(a => initPos[a.name] = { x: a.pos[0], z: a.pos[2] });
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const curPos = {};
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const posOf = a => curPos[a] || initPos[a] || { x: 0, z: 0 };
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let t = 0; const clips = []; const rowSet = [];
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const useRow = r => { if (!rowSet.includes(r)) rowSet.push(r); };
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seq.forEach(item => {
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if (item.stop) { clips.push({ row: "剧情", kind: "stop", start: t, dur: 0.4, label: item.stop }); useRow("剧情"); t += 0.4; return; }
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if (item.branch) {
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const n = item.node;
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const lbl = item.branch === "choice" ? "选择:" + (n.options || []).map(o => o.text).join(" / ")
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: item.branch === "random" ? "随机分支(预览取首路)"
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: "战斗 vs " + (n.camp2 || []).map(nm).join("、") + "(预览取胜路)";
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clips.push({ row: "剧情", kind: "branch", start: t, dur: 0.6, label: lbl }); useRow("剧情"); t += 0.6; return;
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}
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if (item.ending) { clips.push({ row: "剧情", kind: "ending", start: t, dur: 0.8, label: "★ " + (item.ending.summary || item.ending.id) }); useRow("剧情"); t += 0.8; return; }
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const n = item.node, k = item.kind;
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if (k === "dialogue" || k === "narration") {
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const sp = n.speaker || "P1", dur = dlgDur(n.text);
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clips.push({ row: "演员:" + sp, kind: "dialogue", start: t, dur, label: esc(n.text || ""), actor: sp, text: n.text || "" });
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useRow("演员:" + sp);
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if (n.camera) { clips.push({ row: "镜头", kind: "camera", start: t, dur, label: "对焦 " + n.camera, focus: n.camera }); useRow("镜头"); }
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t += dur;
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} else if (k === "move") {
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const sp = n.actor || "P1", from = posOf(sp), to = anchorXZ(anchors, n.to) || from;
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const speed = n.speed || MOVE_SPEED, dist = Math.hypot(to.x - from.x, to.z - from.z), dur = Math.max(0.3, dist / speed);
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clips.push({ row: "演员:" + sp, kind: "move", start: t, dur, label: "→ " + (n.to || ""), actor: sp, from, to });
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useRow("演员:" + sp); curPos[sp] = { x: to.x, z: to.z }; t += dur;
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} else if (k === "anim") {
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const sp = n.actor || "P1";
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clips.push({ row: "演员:" + sp, kind: "anim", start: t, dur: ANIM_DUR, label: "动画 " + (n.ani || ""), actor: sp });
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useRow("演员:" + sp); t += ANIM_DUR;
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} else if (k === "reward") {
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clips.push({ row: "剧情", kind: "reward", start: t, dur: 0.4, label: "奖励结算" }); useRow("剧情"); t += 0.4;
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}
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});
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// 行排序:演员(按 roles 顺序,P1 优先)→ 镜头 → 剧情
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const order = [];
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if (rowSet.includes("演员:P1")) order.push("演员:P1");
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(IR.roles || []).forEach(r => { const k = "演员:" + r.slot; if (k !== "演员:P1" && rowSet.includes(k)) order.push(k); });
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rowSet.forEach(r => { if (r.startsWith("演员:") && !order.includes(r)) order.push(r); });
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["镜头", "剧情"].forEach(r => { if (rowSet.includes(r)) order.push(r); });
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// 世界坐标范围(含锚点 + 所有走位终点),用于俯视舞台适配
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const xs = [], zs = [];
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(anchors || []).forEach(a => { xs.push(a.pos[0]); zs.push(a.pos[2]); });
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clips.forEach(c => { if (c.from) { xs.push(c.from.x); zs.push(c.from.z); } if (c.to) { xs.push(c.to.x); zs.push(c.to.z); } });
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const bounds = xs.length ? { minX: Math.min(...xs), maxX: Math.max(...xs), minZ: Math.min(...zs), maxZ: Math.max(...zs) }
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: { minX: 0, maxX: 1, minZ: 0, maxZ: 1 };
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return { clips, rows: order, total: Math.max(t, 0.1), anchors: anchors || [], initPos, nm, roleName, bounds };
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}
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// ---- 播放期查询 ----
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function actorPosAt(model, actor, tau) {
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let pos = model.initPos[actor] || { x: 0, z: 0 };
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const moves = model.clips.filter(c => c.actor === actor && c.kind === "move").sort((a, b) => a.start - b.start);
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for (const m of moves) {
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if (tau >= m.start + m.dur) pos = m.to;
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else if (tau >= m.start) { const f = (tau - m.start) / m.dur; return { x: m.from.x + (m.to.x - m.from.x) * f, z: m.from.z + (m.to.z - m.from.z) * f }; }
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else break;
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}
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return pos;
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}
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function activeDialogue(model, tau) {
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return model.clips.find(c => c.kind === "dialogue" && tau >= c.start && tau < c.start + c.dur) || null;
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}
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function activeAnim(model, actor, tau) {
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return model.clips.find(c => c.kind === "anim" && c.actor === actor && tau >= c.start && tau < c.start + c.dur) || null;
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}
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// 镜头世界焦点:显式 camera clip 优先 → 否则跟随当前说话人 → 否则玩家 → 否则场景中心。
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// 这样镜头可视框「始终可见」并跟着戏走,而不是只在配了 camera 的对话上才出现。
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function focusWorldAt(model, tau) {
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let fp = null;
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model.clips.filter(c => c.kind === "camera").forEach(c => { if (tau >= c.start) fp = c.focus; });
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if (fp) { const p = anchorXZ(model.anchors, fp); if (p) return p; }
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const dlg = activeDialogue(model, tau);
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if (dlg && dlg.actor) return actorPosAt(model, dlg.actor, tau);
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if (actorsIn(model).includes("P1")) return actorPosAt(model, "P1", tau);
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const b = model.bounds; return { x: (b.minX + b.maxX) / 2, z: (b.minZ + b.maxZ) / 2 };
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}
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function actorsIn(model) {
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const s = []; model.rows.forEach(r => { if (r.startsWith("演员:")) s.push(r.slice(3)); });
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return s;
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}
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// ===================== 状态 & 挂载 =====================
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let model, playT = 0, playing = false, rafId = 0, lastTs = 0, stageCv, stageCtx, els = {};
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const TEMPLATE =
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'<div class="tl-mapinfo"></div>' +
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'<div class="tl-stagewrap"><canvas class="tl-stage" width="780" height="380"></canvas></div>' +
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'<div class="tl-controls">' +
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' <button class="tl-play primary">▶ 播放</button>' +
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' <button class="tl-restart mini">⏮ 重头</button>' +
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' <span class="tl-time">0.0 / 0.0s</span>' +
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' <span class="tip">点时间轴任意处跳转 · 战斗/选择/随机仅标点不模拟 · 预览沿首出口主路径</span>' +
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'</div>' +
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'<div class="tl-tracks"></div>';
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function show(host, IR, DICT, POINTSETS) {
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stopPlay();
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const psName = (IR.stage || {}).point_set || IR.id;
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const ps = (POINTSETS || {})[psName] || {};
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const anchors = ps.anchors || [];
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model = buildModel(IR, anchors);
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host.innerHTML = TEMPLATE;
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els = {
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host,
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mapinfo: host.querySelector(".tl-mapinfo"),
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stage: host.querySelector(".tl-stage"),
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tracks: host.querySelector(".tl-tracks"),
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play: host.querySelector(".tl-play"),
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restart: host.querySelector(".tl-restart"),
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time: host.querySelector(".tl-time"),
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playhead: null,
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};
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els.mapinfo.textContent = "点位集:" + psName + (ps.mapId ? "(地图 " + ps.mapId + ")" : "") +
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(anchors.length ? "" : " ⚠ 无坐标,走位/俯视图将退化为示意");
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stageCv = els.stage; stageCtx = stageCv.getContext("2d");
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buildTracks();
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els.play.onclick = () => playing ? stopPlay() : play();
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els.restart.onclick = () => { stopPlay(); seek(0); };
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seek(0);
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}
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function clear() { stopPlay(); if (els.host) els.host.innerHTML = ""; els = {}; model = null; }
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function buildTracks() {
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const host = els.tracks; host.innerHTML = ""; host.style.position = "relative";
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const W = model.total * PXPSEC;
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const ruler = document.createElement("div"); ruler.className = "tl-ruler"; ruler.style.width = W + "px";
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for (let s = 0; s <= Math.ceil(model.total); s++) {
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const tick = document.createElement("div"); tick.className = "tl-tick"; tick.style.left = (s * PXPSEC) + "px";
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tick.innerHTML = '<span>' + s + 's</span>'; ruler.appendChild(tick);
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}
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host.appendChild(ruler);
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model.rows.forEach(r => {
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const lane = document.createElement("div"); lane.className = "tl-lane"; lane.style.width = W + "px"; lane.style.height = ROW_H + "px";
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const label = r.startsWith("演员:") ? model.nm(r.slice(3)) : r;
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lane.appendChild(Object.assign(document.createElement("div"), { className: "tl-lane-label", textContent: label }));
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model.clips.filter(c => c.row === r).forEach(c => {
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const el = document.createElement("div");
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el.className = "tl-clip k-" + c.kind;
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el.style.left = (c.start * PXPSEC) + "px";
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el.style.width = Math.max(8, c.dur * PXPSEC - 2) + "px";
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el.title = c.label + "(" + c.dur.toFixed(1) + "s)";
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el.textContent = c.label;
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el.dataset.start = c.start; el.dataset.end = c.start + c.dur;
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el.onclick = e => { e.stopPropagation(); seek(c.start + 0.001); };
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lane.appendChild(el);
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});
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host.appendChild(lane);
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});
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const ph = document.createElement("div"); ph.className = "tl-playhead"; host.appendChild(ph);
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els.playhead = ph;
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host.onclick = e => {
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const rect = host.getBoundingClientRect();
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const x = e.clientX - rect.left + host.scrollLeft;
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seek(Math.max(0, Math.min(model.total, x / PXPSEC)));
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};
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}
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function worldToStage(p) {
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const b = model.bounds, pad = 40;
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const w = stageCv.width, h = stageCv.height;
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const dx = (b.maxX - b.minX) || 1, dz = (b.maxZ - b.minZ) || 1;
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const sc = Math.min((w - pad * 2) / dx, (h - pad * 2) / dz);
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const cx = (b.minX + b.maxX) / 2, cz = (b.minZ + b.maxZ) / 2;
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return { x: w / 2 + (p.x - cx) * sc, y: h / 2 - (p.z - cz) * sc, sc };
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}
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const ACTOR_COLORS = ["#e6c878", "#7ec8e3", "#e38f7e", "#9ee37e", "#c89ee3", "#e3c87e", "#7ee3c8"];
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function colorOf(model, actor) {
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if (actor === "P1") return "#f0d890";
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const list = actorsIn(model).filter(a => a !== "P1");
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const i = list.indexOf(actor);
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return ACTOR_COLORS[(i + 1) % ACTOR_COLORS.length];
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}
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function drawStage(tau) {
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const ctx = stageCtx, w = stageCv.width, h = stageCv.height;
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ctx.clearRect(0, 0, w, h);
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ctx.fillStyle = "#15130d"; ctx.fillRect(0, 0, w, h);
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// 锚点(淡)
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(model.anchors || []).forEach(a => {
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const p = worldToStage({ x: a.pos[0], z: a.pos[2] });
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ctx.strokeStyle = "rgba(180,170,140,.35)"; ctx.lineWidth = 1;
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ctx.beginPath(); ctx.arc(p.x, p.y, 4, 0, Math.PI * 2); ctx.stroke();
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ctx.fillStyle = "rgba(180,170,140,.45)"; ctx.font = "10px sans-serif"; ctx.textAlign = "center";
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ctx.fillText(a.name, p.x, p.y - 8);
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});
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// 镜头可视区域框(始终可见,跟随焦点)
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const fw = focusWorldAt(model, tau), fp = worldToStage(fw);
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const bw = CAM_W * fp.sc, bh = CAM_H * fp.sc;
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ctx.strokeStyle = "rgba(230,200,120,.85)"; ctx.lineWidth = 1.5; ctx.setLineDash([7, 5]);
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ctx.strokeRect(fp.x - bw / 2, fp.y - bh / 2, bw, bh); ctx.setLineDash([]);
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ctx.fillStyle = "rgba(230,200,120,.9)"; ctx.font = "10px sans-serif"; ctx.textAlign = "left";
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ctx.fillText("镜头", fp.x - bw / 2 + 4, fp.y - bh / 2 + 13);
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// 焦点十字
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ctx.strokeStyle = "rgba(230,200,120,.5)"; ctx.beginPath();
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ctx.moveTo(fp.x - 6, fp.y); ctx.lineTo(fp.x + 6, fp.y); ctx.moveTo(fp.x, fp.y - 6); ctx.lineTo(fp.x, fp.y + 6); ctx.stroke();
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// 演员
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const dlg = activeDialogue(model, tau);
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actorsIn(model).forEach(actor => {
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const wp = actorPosAt(model, actor, tau), p = worldToStage(wp), col = colorOf(model, actor);
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const moving = model.clips.some(c => c.actor === actor && c.kind === "move" && tau >= c.start && tau < c.start + c.dur);
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const anim = activeAnim(model, actor, tau);
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ctx.fillStyle = col; ctx.beginPath(); ctx.arc(p.x, p.y, moving ? 9 : 8, 0, Math.PI * 2); ctx.fill();
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ctx.strokeStyle = "#000"; ctx.lineWidth = 1; ctx.stroke();
|
||
ctx.fillStyle = "#1a1710"; ctx.font = "bold 9px sans-serif"; ctx.textAlign = "center";
|
||
ctx.fillText(actor, p.x, p.y + 3);
|
||
ctx.fillStyle = "#d8cda0"; ctx.font = "11px sans-serif";
|
||
ctx.fillText(model.nm(actor), p.x, p.y + 22);
|
||
if (moving) { ctx.fillStyle = col; ctx.font = "9px sans-serif"; ctx.fillText("…走位", p.x, p.y - 12); }
|
||
if (anim) { ctx.fillStyle = col; ctx.font = "9px sans-serif"; ctx.fillText("♪" + (anim.label || ""), p.x, p.y - 12); }
|
||
if (dlg && dlg.actor === actor) {
|
||
const typed = (dlg.text || "").slice(0, Math.floor((tau - dlg.start) / CHAR_TIME));
|
||
drawBubble(ctx, p.x, p.y - 26, model.nm(actor) + ":" + typed);
|
||
}
|
||
});
|
||
}
|
||
|
||
function drawBubble(ctx, cx, cy, text) {
|
||
ctx.font = "12px sans-serif"; ctx.textAlign = "left";
|
||
const maxW = 260, lines = wrap(ctx, text, maxW), lh = 16;
|
||
const tw = Math.min(maxW, Math.max(...lines.map(l => ctx.measureText(l).width))) + 14;
|
||
const th = lines.length * lh + 10;
|
||
let x = cx - tw / 2, y = cy - th;
|
||
x = Math.max(4, Math.min(stageCv.width - tw - 4, x)); y = Math.max(4, y);
|
||
ctx.fillStyle = "rgba(20,18,12,.92)"; ctx.strokeStyle = "#e6c878"; ctx.lineWidth = 1;
|
||
roundRect(ctx, x, y, tw, th, 5); ctx.fill(); ctx.stroke();
|
||
ctx.fillStyle = "#f0e6c8";
|
||
lines.forEach((l, i) => ctx.fillText(l, x + 7, y + 16 + i * lh));
|
||
}
|
||
function wrap(ctx, text, maxW) {
|
||
const out = []; let cur = "";
|
||
for (const ch of String(text)) {
|
||
if (ctx.measureText(cur + ch).width > maxW || ch === "\n") { out.push(cur); cur = ch === "\n" ? "" : ch; }
|
||
else cur += ch;
|
||
}
|
||
if (cur) out.push(cur);
|
||
return out.length ? out : [""];
|
||
}
|
||
function roundRect(ctx, x, y, w, h, r) {
|
||
ctx.beginPath(); ctx.moveTo(x + r, y);
|
||
ctx.arcTo(x + w, y, x + w, y + h, r); ctx.arcTo(x + w, y + h, x, y + h, r);
|
||
ctx.arcTo(x, y + h, x, y, r); ctx.arcTo(x, y, x + w, y, r); ctx.closePath();
|
||
}
|
||
|
||
// ---- 帧/控制 ----
|
||
function renderFrame() {
|
||
if (!model) return;
|
||
drawStage(playT);
|
||
if (els.playhead) els.playhead.style.left = (playT * PXPSEC) + "px";
|
||
if (els.time) els.time.textContent = playT.toFixed(1) + " / " + model.total.toFixed(1) + "s";
|
||
els.tracks.querySelectorAll(".tl-clip").forEach(el => {
|
||
el.classList.toggle("active", playT >= +el.dataset.start && playT < +el.dataset.end);
|
||
});
|
||
const host = els.tracks, phx = playT * PXPSEC;
|
||
if (phx < host.scrollLeft + 60 || phx > host.scrollLeft + host.clientWidth - 60)
|
||
host.scrollLeft = phx - host.clientWidth / 2;
|
||
}
|
||
function tick(ts) {
|
||
if (!playing) return;
|
||
if (!lastTs) lastTs = ts;
|
||
playT += (ts - lastTs) / 1000; lastTs = ts;
|
||
if (playT >= model.total) { playT = model.total; playing = false; updateBtn(); }
|
||
renderFrame();
|
||
if (playing) rafId = requestAnimationFrame(tick);
|
||
}
|
||
function play() { if (!model) return; if (playT >= model.total) playT = 0; playing = true; lastTs = 0; updateBtn(); rafId = requestAnimationFrame(tick); }
|
||
function stopPlay() { playing = false; if (rafId) cancelAnimationFrame(rafId); rafId = 0; updateBtn(); }
|
||
function seek(t) { playT = t; lastTs = 0; renderFrame(); }
|
||
function updateBtn() { if (els.play) els.play.textContent = playing ? "⏸ 暂停" : "▶ 播放"; }
|
||
|
||
window.Timeline = {
|
||
show, stop: stopPlay, clear,
|
||
// 仅供离线测试(node)调用的纯逻辑,无 DOM 依赖:
|
||
_buildModel: buildModel, _linearize: linearize, _dlgDur: dlgDur,
|
||
};
|
||
})();
|