xiandie/manager/event_manager/event_manager.gd

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GDScript3
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@tool
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extends Node
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signal stage_updated(event_name: StringName, stage: int)
func _ready() -> void:
if Engine.is_editor_hint():
return
# 0demo 1release
set_stage("release_stage", GlobalConfig.RELEASE_STAGE)
func get_chapter_stage() -> int:
return get_stage("current_chapter_stage")
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func get_stage(event_name: StringName) -> int:
if not ArchiveManager.archive or ArchiveManager.archive.event_stage == null:
printerr("[EventManager] Archive or event_stage is null.")
return 0
var val = ArchiveManager.archive.event_stage.get(event_name, 0)
return val
# default 为 0首次更新为 1
func set_stage(event_name: StringName, stage := 1) -> void:
if not ArchiveManager.archive or ArchiveManager.archive.event_stage == null:
printerr("[EventManager] Archive or event_stage is null.")
return
ArchiveManager.archive.event_stage[event_name] = stage
# print before emit
print("[EventManager] Stage updated: %s, stage: %s" % [event_name, stage])
stage_updated.emit(event_name, stage)
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# 如果是 handnote_ 事件,玩家进行记笔记动作
if (
SceneManager.is_node_ready()
and SceneManager.get_player()
and SceneManager.get_player().character.begins_with("吕萍")
):
if event_name == &"current_chapter_stage":
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# 章节更新
pass
elif event_name.begins_with("handnote_"):
# 笔记条目更新
# 0 初始化隐藏1 开始显示2 划掉3 结束隐藏
if stage == 1:
SceneManager.lock_player(3.0, 16, true)
SceneManager.pop_notification("ui_notify_note_update")
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# 仅在设置的 stage > 当前 stage 时更新,相等或小于时不更新
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func set_stage_if_greater(event_name: StringName, stage := 1) -> bool:
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var current_stage = get_stage(event_name)
if stage > current_stage:
set_stage(event_name, stage)
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return true
return false
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# stage 最大 99999
func next_staged(event_name: StringName, stage_max := 99999) -> void:
var current_stage = get_stage(event_name)
if current_stage < stage_max:
set_stage(event_name, current_stage + 1)
##### 其他事件 #####
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func prop_interacted(e_name, prop_key, interacted_times) -> void:
print("Event: %s interacted with %s. total times: %s" % [e_name, prop_key, interacted_times])
##### TOOL 方法
# event_name -> {stages:PackedStringArray, update_time:int}
var _debug_event_stage_dict := {}
# return: stages
func get_event_stage_map_array(event_name: StringName) -> PackedStringArray:
if not Engine.is_editor_hint():
return PackedStringArray()
var current_dict = _debug_event_stage_dict.get(event_name)
var time_msec = Time.get_ticks_msec()
# 3秒更新
if current_dict and time_msec - current_dict["update_time"] < 3000:
return current_dict["stages"]
# 文件: res://asset/dialogue/event_stage.dialogue
var event_stage_resource = load("uid://dohpsb4jttuv1") as DialogueResource
for title in event_stage_resource.get_titles():
var lines = await Util.get_lines(event_stage_resource, title)
for line in lines:
var line_text = line.text.strip_edges()
var e_name = line.character
if line_text.begins_with("#"):
continue
#c03_invite_xchan_supper: 0:未开始 1:已偷听,需邀请 2:已完成邀请
var parts = line_text.split(" ")
var stages = PackedStringArray()
for id in range(0, len(parts)):
var tuple = parts[id].split(":")
if len(tuple) == 2:
var event_stage = int(tuple[0])
if stages.size() < event_stage + 1:
stages.resize(event_stage + 1)
stages[event_stage] = tuple[1]
for id in len(stages):
if stages[id] == "":
stages[id] = str(id)
_debug_event_stage_dict[e_name] = {
"stages": stages,
"update_time": time_msec,
}
if _debug_event_stage_dict.has(event_name):
prints("reload", event_name, "stages:", _debug_event_stage_dict[event_name]["stages"])
return _debug_event_stage_dict[event_name]["stages"]
return PackedStringArray()
# map stage_id->name, 必定保持相同长度的数组
func map_event_stages(
event_name: StringName, stages: Array, including_id := true
) -> PackedStringArray:
var result = PackedStringArray()
result.resize(stages.size())
var dict = await get_event_stage_map_array(event_name)
for id in range(stages.size()):
var stage = stages[id]
if dict.size() > stage:
if including_id:
result[id] = str(stage) + ":" + dict[stage]
else:
result[id] = str(stage)
return result