2024-12-30 13:19:10 +00:00
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@tool
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2025-01-13 08:09:57 +00:00
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class_name Sign extends Control
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2024-12-26 13:58:37 +00:00
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signal interacted
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signal cancel
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2025-02-12 07:03:41 +00:00
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signal toggle_active(activated: bool)
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2024-12-26 13:58:37 +00:00
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2025-06-13 08:03:19 +00:00
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@export var sign_mark_offset := Vector2.ZERO:
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set(val):
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sign_mark_offset = val
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if is_node_ready():
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texture_container.position = val
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2025-05-21 20:16:27 +00:00
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# @export var lock_on_player_freezed := false
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2025-01-20 13:45:47 +00:00
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@export var enabled := true:
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set(val):
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if enabled == val:
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return
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enabled = val
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if enabled and player_touching and not activated:
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activate(null)
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if not enabled and activated:
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disactivate(null)
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2025-01-30 12:04:02 +00:00
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# 保持 player_touching 为 true,避免在 enable 时无法激活
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2025-01-20 13:45:47 +00:00
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player_touching = true
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2025-06-13 08:03:19 +00:00
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if is_node_ready():
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_check_sign_display()
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2025-01-20 13:45:47 +00:00
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@export var display_sign := true:
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set(val):
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2025-01-30 12:04:02 +00:00
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if display_sign != val:
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display_sign = val
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2025-06-13 08:03:19 +00:00
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if is_node_ready():
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_check_sign_display()
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2025-01-30 12:04:02 +00:00
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# @export var draw_shadow := false
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2025-01-20 13:45:47 +00:00
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2025-01-13 08:09:57 +00:00
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@onready var texture_container = %TextureContainer as Container
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@onready var sprite2d = %Sprite2D as Sprite2D
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2025-05-13 11:45:33 +00:00
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# 跳过输入事件
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var pass_unhandled_input = false
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2025-01-13 08:09:57 +00:00
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# var shadow_texture = preload("res://asset/art/ui/action_mark/探索空心ui.png") as Texture2D
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2024-12-27 07:56:45 +00:00
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# 同时只能有一个物品被激活交互态,其他物品进入等待队列
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static var occupied: NodePath
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2025-01-23 13:13:40 +00:00
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static var _pending_activate_sign: Array[NodePath] = []
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2025-01-07 11:44:10 +00:00
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# 使用互斥锁保证线程安全。在操作 occupied 或 _pending_activate_sign 时需要先锁定,操作完成后解锁
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2024-12-27 07:56:45 +00:00
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static var mutex = Mutex.new()
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2025-01-30 12:04:02 +00:00
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var tween: Tween
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2024-12-27 07:56:45 +00:00
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2025-01-20 13:45:47 +00:00
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var player_touching := false
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2025-01-13 08:09:57 +00:00
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var activated = false:
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set(val):
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2025-02-12 07:03:41 +00:00
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if activated != val:
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activated = val
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toggle_active.emit(activated)
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2025-01-20 13:45:47 +00:00
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# queue_redraw()
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2024-12-27 07:56:45 +00:00
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# var sprite2d = Sprite2D.new()
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var base_scale = Vector2.ONE
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2024-12-26 13:58:37 +00:00
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2024-12-27 13:32:12 +00:00
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2024-12-26 13:58:37 +00:00
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func _ready() -> void:
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2025-06-13 08:03:19 +00:00
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texture_container.position = sign_mark_offset
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base_scale = sprite2d.scale
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# 读取 parent 的 sign_mark_offset_updated 信号与 sign_mark_offset
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var parent = get_parent()
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if parent and parent.has_signal("sign_mark_offset_updated"):
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sign_mark_offset = parent.sign_mark_offset
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parent.sign_mark_offset_updated.connect(func(o): sign_mark_offset = o)
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_check_sign_display()
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2025-01-20 13:45:47 +00:00
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if Engine.is_editor_hint():
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return
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2024-12-27 07:56:45 +00:00
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# layer = GlobalConfig.CANVAS_LAYER_FG
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2025-01-20 13:45:47 +00:00
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# var point_light = get_node_or_null("../PointLight2D")
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# if point_light:
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# point_light.energy = 0.0
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2024-12-27 07:56:45 +00:00
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var area2d = get_node_or_null("../Area2D")
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if area2d:
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area2d.body_entered.connect(activate)
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area2d.body_exited.connect(disactivate)
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2025-01-20 13:45:47 +00:00
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visibility_changed.connect(_on_visibility_changed)
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2024-12-27 07:56:45 +00:00
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2025-01-20 13:45:47 +00:00
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func _on_visibility_changed() -> void:
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if is_visible_in_tree():
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if player_touching and not activated and enabled:
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activate(null)
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else:
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if activated:
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disactivate(null)
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player_touching = true
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func _check_sign_display():
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2025-05-13 11:45:33 +00:00
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if Engine.is_editor_hint():
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# 在编辑器中始终显示
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2025-06-13 08:03:19 +00:00
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if display_sign:
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sprite2d.modulate.a = 1.0
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else:
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sprite2d.modulate.a = 0.0
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2025-05-13 11:45:33 +00:00
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return
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2025-01-20 13:45:47 +00:00
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if not enabled or not display_sign or not activated:
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2025-06-13 08:03:19 +00:00
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sprite2d.modulate.a = 0.0
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elif sprite2d.modulate.a == 0.0 and activated:
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sprite2d.modulate.a = 1.0
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2024-12-27 07:56:45 +00:00
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2025-01-20 13:45:47 +00:00
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func activate(_body: Node2D) -> bool:
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2024-12-26 13:58:37 +00:00
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# point_light.energy = 1.0
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2025-01-30 12:04:02 +00:00
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# print("activate:", get_path())
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2025-01-07 11:44:10 +00:00
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var path := get_path()
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2024-12-27 07:56:45 +00:00
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mutex.lock()
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2025-01-20 13:45:47 +00:00
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player_touching = true
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if not enabled or not is_visible_in_tree():
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mutex.unlock()
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return false
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2025-01-07 11:44:10 +00:00
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if occupied and occupied != path:
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2025-01-20 13:45:47 +00:00
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if not _pending_activate_sign.has(path):
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_pending_activate_sign.append(path)
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2025-01-07 11:44:10 +00:00
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mutex.unlock()
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2025-01-20 13:45:47 +00:00
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return false
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2024-12-27 07:56:45 +00:00
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else:
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2025-01-07 11:44:10 +00:00
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occupied = path
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2024-12-27 07:56:45 +00:00
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activated = true
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mutex.unlock()
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2025-01-20 13:45:47 +00:00
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if activated and display_sign:
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2025-01-30 12:04:02 +00:00
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if tween and tween.is_valid():
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tween.kill()
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tween = create_tween()
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2025-06-13 08:03:19 +00:00
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tween.tween_property(sprite2d, "modulate:a", 1.0, 0.2)
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2024-12-27 07:56:45 +00:00
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var p_tween = tween.parallel()
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2025-06-13 08:03:19 +00:00
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p_tween.tween_property(sprite2d, "scale", base_scale * Vector2(1.2, 1.2), 0.3)
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p_tween.tween_property(sprite2d, "scale", base_scale, 0.1)
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2025-01-20 13:45:47 +00:00
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return true
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2025-01-08 00:51:09 +00:00
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# if activated:
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2025-01-13 08:09:57 +00:00
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# focus_mode = FOCUS_ALL
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# grab_focus()
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# 绘制 prop 图标
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# func _draw() -> void:
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# if draw_shadow and sprite2d.texture:
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# var texture_x = sprite2d.texture.get_size().x
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# # var radius = max(36.0, min(texture_x * 0.5, 48.0))
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# var radius = 46.0
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# var rect = Rect2(-radius, -radius, radius * 2, radius * 2)
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# draw_texture_rect(shadow_texture, rect, false)
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# # 比 2.0 略小,选择使用 1.6
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# var texture_scale = min(radius * 1.6 / texture_x, 1.1)
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# sprite2d.scale = Vector2(texture_scale, texture_scale)
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# # var texture_radius = shadow_texture.x * 0.5
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# # draw_circle(Vector2.ZERO, radius, Color(0.8, 0.8, 0.8, 0.8), false, 6.0, true)
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# # radius -= 6.0
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# # if radius > 0:
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# # draw_circle(Vector2.ZERO, radius, Color(0.3, 0.3, 0.3, 0.3))
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# else:
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# sprite2d.scale = Vector2.ONE
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2024-12-26 13:58:37 +00:00
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func disactivate(_body: Node2D) -> void:
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2025-01-30 12:04:02 +00:00
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# release_focus()
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2025-01-07 11:44:10 +00:00
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mutex.lock()
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2025-01-20 13:45:47 +00:00
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player_touching = false
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2025-01-07 11:44:10 +00:00
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if activated:
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2025-01-08 00:51:09 +00:00
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activated = false
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2025-01-20 13:45:47 +00:00
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occupied = NodePath("")
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# 转移 active 状态给下一个节点
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2025-01-07 11:44:10 +00:00
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while _pending_activate_sign.size() > 0:
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var path = _pending_activate_sign.pop_front()
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2025-01-20 13:45:47 +00:00
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var _sign = get_node_or_null(path) as Sign
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if _sign and _sign.player_touching and _sign.activate(null):
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2024-12-27 13:32:12 +00:00
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break
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2025-01-07 11:44:10 +00:00
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else:
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# make sure the sign is not in the pending list
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_pending_activate_sign.erase(get_path())
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# double check. because the sign may be activated by other body
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if activated:
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disactivate(_body)
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mutex.unlock()
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2024-12-27 07:56:45 +00:00
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# point_light.energy = 0.0
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2025-01-30 12:04:02 +00:00
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if tween and tween.is_valid():
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tween.kill()
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2025-06-13 08:03:19 +00:00
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if sprite2d.modulate.a > 0.0:
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2025-01-30 12:04:02 +00:00
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tween = create_tween()
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2025-06-13 08:03:19 +00:00
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tween.tween_property(sprite2d, "modulate:a", 0.0, 0.2)
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2024-12-26 13:58:37 +00:00
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2025-01-03 08:07:35 +00:00
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func _unhandled_input(event: InputEvent) -> void:
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2025-05-13 11:45:33 +00:00
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if Engine.is_editor_hint() or not enabled or pass_unhandled_input:
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return
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2025-05-21 20:16:27 +00:00
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# if lock_on_player_freezed and SceneManager.is_palyer_freezed_or_locked():
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2025-06-04 11:46:27 +00:00
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# return
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2025-06-17 09:10:48 +00:00
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var player = SceneManager.get_player()
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if not player or player.action_locked:
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2025-01-20 13:45:47 +00:00
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return
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2024-12-26 13:58:37 +00:00
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if activated:
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if event.is_action_pressed("interact"):
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2025-01-20 13:45:47 +00:00
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if GlobalConfig.DEBUG:
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print("Sign interacted:", get_parent().name)
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2024-12-26 13:58:37 +00:00
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interacted.emit()
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2025-01-12 11:36:41 +00:00
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if is_inside_tree():
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# grab focus 放在 emit 后面,避免在 emit 时 prop hud 失去 focus
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# 传送时会导致 is_inside_tree 为 false,此时也无需与 prop hud 抢占 focus
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focus_mode = FOCUS_ALL
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grab_focus()
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2025-01-16 12:24:21 +00:00
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_set_handled()
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2024-12-26 13:58:37 +00:00
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elif event.is_action_pressed("cancel"):
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2025-01-20 13:45:47 +00:00
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if GlobalConfig.DEBUG:
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print("Sign cancel:", get_parent().name)
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2024-12-26 13:58:37 +00:00
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cancel.emit()
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2025-01-16 12:24:21 +00:00
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_set_handled()
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2025-01-12 11:36:41 +00:00
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release_focus()
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2025-01-16 12:24:21 +00:00
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func _set_handled():
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var viewport = get_viewport()
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if viewport:
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viewport.set_input_as_handled()
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2025-01-13 08:09:57 +00:00
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var shake_tween
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2025-01-16 12:24:21 +00:00
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2025-06-04 11:46:27 +00:00
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# 使用无效道具,抖动提示;抖动时使用 texture2d 并且变红为 mod
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2025-06-13 08:03:19 +00:00
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func invalid_shake(
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normal_texture: Texture2D = null,
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invalid_texture: Texture2D = null,
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mod := Color(1.0, 0.6, 0.6, 1.0)
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):
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2025-01-13 08:09:57 +00:00
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if shake_tween:
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shake_tween.kill()
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# 抖动效果,逐渐减弱
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shake_tween = create_tween()
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var fps := 12.0
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var duration := 0.7
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var delta := 4.0
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var origin_pos = Vector2.ZERO
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var count = int(duration * fps)
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var delta_t = 1.0 / fps
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2025-06-04 11:46:27 +00:00
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if invalid_texture:
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sprite2d.texture = invalid_texture
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2025-06-13 08:03:19 +00:00
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sprite2d.self_modulate = mod
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2025-01-13 08:09:57 +00:00
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for i in range(count):
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var offset = Vector2(randf_range(-delta, delta), randf_range(-delta, delta)) * exp(-i)
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shake_tween.tween_property(sprite2d, "position", origin_pos + offset, delta_t).set_trans(
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Tween.TRANS_CUBIC
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)
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2025-06-04 11:46:27 +00:00
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shake_tween.tween_callback(_reset_sprite2d.bind(normal_texture))
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2025-01-13 08:09:57 +00:00
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2025-06-04 11:46:27 +00:00
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func _reset_sprite2d(texture2d):
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2025-06-13 08:03:19 +00:00
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sprite2d.self_modulate = Color.WHITE
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2025-06-04 11:46:27 +00:00
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if texture2d:
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sprite2d.texture = texture2d
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