xiandie/scene/entity/pickable.gd

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GDScript3
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@tool
class_name Pickable2D extends Node2D
signal triggered
signal sign_mark_offset_updated
# sign_mark 节点在 ready 时会直接读取
@export var sign_mark_offset := Vector2.ZERO:
set(val):
sign_mark_offset = val
sign_mark_offset_updated.emit(val)
@export var enabled := true:
set(val):
enabled = val
if is_node_ready():
_check_sign_display()
# 除了 picked 必然隐藏,其他情况下跟随 enabled 状态
@export var visible_follow_enabled := true
var prop_key := ""
@onready var sfx = $Sfx as Sfx
@onready var sign_mark := %Sign as Sign
@onready var area := %Area2D as Area2D
var ground_archive: GroundArchive
var picked: bool:
set(val):
picked = val
if not Engine.is_editor_hint() and ground_archive:
ground_archive.set_pair(name, "picked", picked)
func reset() -> void:
if picked:
picked = false
_check_sign_display()
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# 渐渐浮现
func enable_with_ease(duration := 1.0):
enabled = true
if not picked:
var tween = create_tween()
tween.tween_property(self, "modulate:a", 1.0, duration).from(0.0)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
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if Engine.is_editor_hint():
var animation_player = _get_animation_player()
# 更新 hook_animation 的可选项
if animation_player:
animation_player.animation_libraries_updated.connect(notify_property_list_changed)
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return
# setup default value
ground_archive = ArchiveManager.archive.ground_archive()
picked = ground_archive.get_value(name, "picked", false)
sign_mark.enabled = enabled
_check_sign_display()
if picked:
if GlobalConfig.DEBUG:
print("Prop has picked, name=", name, " key=", prop_key)
sign_mark.interacted.connect(_interacted)
func _check_sign_display():
if picked:
visible = false
elif visible_follow_enabled:
visible = enabled
sign_mark.enabled = visible and enabled
func _get_animation_player() -> AnimationPlayer:
var node = get_parent()
while node and not node is Ground2D:
node = node.get_parent()
if node is Ground2D:
return node.get_node("AnimationPlayer") as AnimationPlayer
return null
var trigger_mutex = Mutex.new()
func _interacted():
if not enabled or picked:
return
# 确保只有一个线程进入该逻辑,因为有时 player 碰撞和首次进入 tree 都会触发该方法
if not trigger_mutex.try_lock():
print("pickable trigger mutex lock fail, name=", name)
return
print("pickable trigger mutex locked, name=", name)
picked = true
trigger_mutex.unlock()
SceneManager.enable_prop_item(prop_key)
triggered.emit()
if GlobalConfig.DEBUG:
print("pickable triggered! name=", name)
_check_sign_display()
static var item_config_res = preload("res://asset/dialogue/item_description.dialogue")
func _get_property_list() -> Array[Dictionary]:
var items = []
if Engine.is_editor_hint():
var id = item_config_res.titles["PropItems"]
var current_line = item_config_res.lines[id]
while current_line:
if current_line.has("translation_key"):
items.append(current_line.translation_key)
if not current_line.has("next_id") or current_line.next_id == "end":
break
current_line = item_config_res.lines[current_line.next_id]
return [
{
"name": "prop_key",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_ENUM_SUGGESTION,
"hint_string": ",".join(items),
}
]
func _get(property: StringName) -> Variant:
if property == "prop_key":
return prop_key
return null
func _set(property: StringName, value: Variant) -> bool:
if property == "prop_key":
prop_key = value
return true
return false