xiandie/scene/prop/prop_hud.gd

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GDScript3
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# @tool
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class_name PropHud extends Control
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signal current_item_changed(prop_key: String)
@export_group("DebugItem")
@export var enable_item := false:
set(value):
if value:
enable_item = false
enable_prop_item(item_key)
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@export var item_key: String
@export_group("Inventory")
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@export var inventory: PropInventory:
set(value):
inventory = value
if inventory and not inventory.current_item_changed.is_connected(_emit_changed):
inventory.current_item_changed.connect(_emit_changed)
@export_group("UI-UX")
@export var display_time := 2.5 # 不包含渐入渐出(约 0.6s)的时长
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@export var locked := false:
set(value):
locked = value
if value:
selected = false
@export var selected := true:
set(value):
if selected != value:
selected = value
_emit_changed()
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@onready var sfx_click = %SfxClick as Sfx
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@onready var sfx_new_prop = %SfxNewProp as Sfx
@onready var left_btn = %LeftButton as TextureButton
@onready var right_btn = %RightButton as TextureButton
@onready var title_label = %TitleLabel as Label
# hud_rect 为背景, prop_scroll 为滚动区域prop_hbox 为道具容器
@onready var hud_rect = %HudRect as NinePatchRect
@onready var prop_scroll = %PropScrollContainer as ScrollContainer
@onready var prop_hbox = %PropHBox as HBoxContainer
@onready var display_prop = %DiaplayProp as TextureButton
@onready var selecting_bg = %SelectingBG as TextureRect
# hud_rect 最左侧为 prop_scroll, 最右侧为 props_bag_scroll
@onready var props_bag_scroll = %PropsBagScroll as ScrollContainer
@onready var props_bag = %PropsBag as HBoxContainer
@onready var select_mark = %SelectMark as TextureRect
var prop_containers = [] #CenterContainer
const PROP_CONTAINER_X = 130.0
const PROP_CONTROL_X = 110.0
var items_dict := {}
var items_description_dict = {}
# 从配置文件加载 prop items
var item_config_res = preload("res://asset/dialogue/item_description.dialogue")
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var path_prefix = "res://asset/art/prop/"
var cached_inventory_textures := {}
var listen_mouse = false
var displaying = false
var timer := Timer.new()
var display_tween: Tween
var container_tween: Tween
func _emit_changed(prop_key := ""):
if not selected:
current_item_changed.emit("")
else:
current_item_changed.emit(prop_key)
func _ready() -> void:
if Engine.is_editor_hint():
return
# read prop containers
for id in range(props_bag.get_child_count()):
var container = props_bag.get_child(id)
prop_containers.append(container)
container.get_child(0).get_child(0).pressed.connect(_on_prop_pressed.bind(id))
display_prop.pressed.connect(_on_prop_pressed.bind(-1))
_load_items()
_load_from_archive()
selecting_bg.modulate.a = 0.0
prop_scroll.scroll_horizontal = PROP_CONTAINER_X
props_bag_scroll.scroll_horizontal = 0.0
props_bag_scroll.custom_minimum_size.x = 0.0
# focus_exited.connect(_on_focus_exited)
# 存档更新时,从存档加载 prop
ArchiveManager.archive_loaded.connect(_load_from_archive)
# tween timer
timer.wait_time = display_time
timer.one_shot = true
timer.autostart = false
timer.timeout.connect(_on_timer_timeout)
add_child(timer)
# connect signals
left_btn.pressed.connect(on_left_pressed)
right_btn.pressed.connect(on_right_pressed)
title_label.modulate.a = 0.0
# _toggle_btn_ability(false)
left_btn.modulate.a = 0.5
right_btn.modulate.a = 0.5
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mouse_entered.connect(_on_mouse_entered)
mouse_exited.connect(_on_mouse_exited)
func _load_items():
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var id = item_config_res.titles["PropItems"]
var current_line = item_config_res.lines[id]
while current_line:
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if current_line.has("tags") and current_line.has("translation_key"):
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var wrapped_texture := "texture="
var wrapped_inspect := "inspect="
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var texture_path = ""
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var inspect_path = ""
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for t in current_line.tags:
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if t.begins_with(wrapped_texture):
texture_path = t.replace(wrapped_texture, "").strip_edges()
elif t.begins_with(wrapped_inspect):
inspect_path = t.replace(wrapped_inspect, "").strip_edges()
var item = PropItem.new()
item.key = current_line.translation_key
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if texture_path:
item.texture_path = path_prefix + texture_path
if inspect_path:
item.inspect_path = path_prefix + inspect_path
items_dict[item.key] = item
# # 检查是否是重要物品,如果是,则添加到 items_description_dict
items_description_dict[item.key] = tr(item.key + "_说明").replace("<br>", "\n")
# if item_config_res.titles.has(item.key):
# var important_item_line_id = item_config_res.titles[item.key]
# items_description_dict[item.key] = get_import_item_content(important_item_line_id)
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if not current_line.has("next_id") or current_line.next_id == "end":
break
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current_line = item_config_res.lines[current_line.next_id]
# func get_import_item_content(line_id) -> String:
# var current_line = item_config_res.lines[line_id]
# var content = ""
# while current_line:
# if current_line.has("text"):
# if current_line.has("translation_key"):
# content += tr(current_line.translation_key) + "\n"
# else:
# content += current_line.text + "\n"
# if not current_line.has("next_id") or current_line.next_id == "end":
# break
# current_line = item_config_res.lines[current_line.next_id]
# content.replace("<br>", "\n")
# return content
func _load_from_archive() -> void:
if ArchiveManager.archive:
inventory = ArchiveManager.archive.prop_inventory
_align_container_size()
_load_texture_cache()
_update_prop_display_with_texture()
func _load_texture_cache() -> void:
if not inventory:
return
for k in cached_inventory_textures:
# remove invalid textures
if not k in inventory.enabled_items:
cached_inventory_textures.erase(k)
for key in inventory.enabled_items:
if cached_inventory_textures.has(key):
continue
# 以 items_dict 为准,如果 enabled_items 中的 key 不存在,则删除
if not key in items_dict:
inventory.enabled_items.erase(key)
continue
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var path = items_dict[key].texture_path
if not path:
var placeholder = preload("res://asset/art/ui/hud/placeholder.png")
cached_inventory_textures[key] = placeholder
print("Cache load prop placeholder key=", key)
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continue
var texture = load(path) as Texture2D
if texture:
if GlobalConfig.DEBUG:
print("Cache load prop texture key=", key)
cached_inventory_textures[key] = texture
# wrap index
inventory.current_index = wrapi(inventory.current_index, 0, inventory.enabled_items.size())
func _update_prop_display_with_texture():
if not inventory:
return
var key = ""
# 在没有道具时,展示空手 placeholder
if inventory.enabled_items.is_empty():
display_prop.texture_normal = preload("res://asset/art/ui/hud/placeholder.png")
display_prop.size = Vector2(PROP_CONTROL_X, PROP_CONTROL_X)
display_prop.scale = Vector2(1.0, 1.0)
title_label.text = tr("prop_空手")
else:
key = inventory.current_item_key()
_display_texture_by_key(display_prop, key)
title_label.text = tr(key)
# 如果当前是 prop_小猫玩具完整尝试点亮玩家的灯效否则无需点亮
var player = SceneManager.get_player()
if player:
player.set_catty_light(key == "prop_小猫玩具完整")
# 选中标记 select_mark; 如果被 free 掉,则重新创建
if select_mark and is_instance_valid(select_mark):
var parent = select_mark.get_parent()
if parent:
parent.remove_child(select_mark)
else:
select_mark = TextureRect.new()
select_mark.custom_minimum_size = Vector2(PROP_CONTAINER_X, PROP_CONTAINER_X)
select_mark.texture = preload("res://asset/art/ui/hud/select_mark.png")
# bag
for i in range(inventory.enabled_items.size()):
var id = wrapi(i, 0, inventory.enabled_items.size())
var k = inventory.enabled_items[id]
var button = prop_containers[i].get_child(0).get_child(0) as TextureButton
_display_texture_by_key(button, k)
if id == inventory.current_index:
prop_containers[i].get_child(0).add_child(select_mark)
prop_scroll.scroll_horizontal = PROP_CONTAINER_X
# props_bag_scroll.scroll_horizontal = 0.0
func _display_texture_by_key(button, key) -> void:
if not key:
button.texture_normal = null
return
var item = items_dict[key]
button.texture_normal = cached_inventory_textures[item.key]
var t_size = button.texture_normal.get_size()
var max_x = max(t_size.x, t_size.y)
var p_scale = min(PROP_CONTROL_X / t_size.x, PROP_CONTROL_X / t_size.y)
button.scale = Vector2(p_scale, p_scale)
button.size = Vector2(max_x, max_x)
func on_left_pressed() -> void:
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if locked:
return
sfx_click.play()
if inventory.index_wrap_add(-1):
selected = true
_update_prop_display_with_texture()
_tween_container(true)
_mouse_moved_on_listening()
func on_right_pressed() -> void:
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if locked:
return
sfx_click.play()
if inventory.index_wrap_add(1):
selected = true
_update_prop_display_with_texture()
_tween_container(false)
_mouse_moved_on_listening()
func _tween_container(left_to_right := true) -> void:
if container_tween and container_tween.is_running():
container_tween.kill()
container_tween = create_tween()
if left_to_right:
prop_scroll.scroll_horizontal = 2 * PROP_CONTAINER_X
else:
prop_scroll.scroll_horizontal = 0.0
# 通过 Head 与 Tail 占位符,实现滚动效果;否则会导致卡在边界上,无法滚动
container_tween.tween_property(prop_scroll, "scroll_horizontal", PROP_CONTAINER_X, 0.2)
func _on_prop_pressed(id := 0) -> void:
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if locked:
return
sfx_click.play()
if GlobalConfig.DEBUG:
print("PropHUD Panel pressed.")
focus_mode = FOCUS_ALL
grab_focus()
selected = true
if id >= 0:
inventory.current_index = id
_update_prop_display_with_texture()
_mouse_moved_on_listening(true)
var prop_blink: Tween
var tween_scroll: Tween
func _toggle_scroll(fold := true) -> void:
if prop_blink and prop_blink.is_running():
prop_blink.kill()
if tween_scroll and tween_scroll.is_running():
tween_scroll.kill()
# PROP_CONTAINER_X + 10. 为hud的两侧留出的空间
if fold:
# kill blink
select_mark.modulate.a = 1.0
selecting_bg.modulate.a = 0.0
# fold
tween_scroll = create_tween()
tween_scroll.tween_property(props_bag_scroll, "custom_minimum_size:x", 0.0, 0.5)
tween_scroll.parallel().tween_property(
hud_rect, "custom_minimum_size:x", PROP_CONTAINER_X + 10., 0.5
)
else:
# blink
if prop_containers.size() > 0:
prop_blink = create_tween().set_loops(0)
prop_blink.tween_property(select_mark, "modulate:a", 0.6, 1.).set_ease(
Tween.EASE_IN_OUT
)
prop_blink.parallel().tween_property(selecting_bg, "modulate:a", 0.2, 1.).set_ease(
Tween.EASE_IN_OUT
)
prop_blink.tween_property(select_mark, "modulate:a", 1., 1.).set_ease(Tween.EASE_IN_OUT)
prop_blink.parallel().tween_property(selecting_bg, "modulate:a", .6, 1.).set_ease(
Tween.EASE_IN_OUT
)
# unfold
var bag_x = prop_containers.size() * PROP_CONTAINER_X
var hud_x = bag_x + PROP_CONTAINER_X + 10.
tween_scroll = create_tween()
tween_scroll.tween_property(props_bag_scroll, "custom_minimum_size:x", bag_x, 0.5)
tween_scroll.parallel().tween_property(hud_rect, "custom_minimum_size:x", hud_x, 0.5)
func _on_mouse_entered() -> void:
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if locked:
return
listen_mouse = true
_mouse_moved_on_listening()
func _on_mouse_exited() -> void:
listen_mouse = false
func _mouse_moved_on_listening(unfold_scroll := false) -> void:
if unfold_scroll:
_toggle_scroll(false)
if not displaying:
_toggle_details(true)
return
timer.start(display_time)
func _on_timer_timeout() -> void:
_toggle_details(false)
_toggle_scroll(true)
func _unhandled_input(event: InputEvent) -> void:
if locked:
return
if event.is_action_pressed("prop_left"):
on_left_pressed()
get_viewport().set_input_as_handled()
elif event.is_action_pressed("prop_right"):
on_right_pressed()
get_viewport().set_input_as_handled()
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func _input(event: InputEvent) -> void:
if locked:
return
if listen_mouse and (event is InputEventMouseMotion or event is InputEventScreenTouch):
_mouse_moved_on_listening()
func _toggle_details(display := true) -> void:
if display_tween and display_tween.is_running():
display_tween.kill()
display_tween = create_tween()
if display:
displaying = true
_toggle_btn_ability(true)
display_tween.parallel().tween_property(title_label, "modulate:a", 1.0, 0.3)
display_tween.parallel().tween_property(left_btn, "modulate:a", 1.0, 0.3)
display_tween.parallel().tween_property(right_btn, "modulate:a", 1.0, 0.3)
timer.start(display_time)
else:
displaying = false
display_tween.parallel().tween_property(title_label, "modulate:a", 0.0, 0.6)
display_tween.parallel().tween_property(left_btn, "modulate:a", 0.5, 0.5)
display_tween.parallel().tween_property(right_btn, "modulate:a", 0.5, 0.5)
# display_tween.tween_callback(_toggle_btn_ability.bind(false))
timer.stop()
func _toggle_btn_ability(v: bool) -> void:
left_btn.disabled = !v
right_btn.disabled = !v
func enable_prop_item(prop_key: String, inspect := true) -> void:
if not inventory or not prop_key:
return
if not items_dict.has(prop_key):
push_error("PropItem not found! key=" + prop_key)
return
inventory.enable_item(prop_key)
_align_container_size()
_load_texture_cache()
_update_prop_display_with_texture()
if GlobalConfig.DEBUG:
print("PropHUD Enable prop item:", prop_key)
if inspect:
var inspector = SceneManager.get_inspector()
if inspector:
sfx_new_prop.play()
var inspect_path = items_dict[prop_key].inspect_path
# 是否有独立的 inspect 图片
if inspect_path:
var texture = load(inspect_path) as Texture2D
inspector.pop_prop_inspection(prop_key, texture)
else:
var texture = cached_inventory_textures[prop_key]
inspector.pop_prop_inspection(prop_key, texture, true)
func disable_prop_item(prop_key: String) -> void:
if not inventory or not prop_key:
return
inventory.disable_item(prop_key)
_align_container_size()
_load_texture_cache()
_update_prop_display_with_texture()
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func _align_container_size() -> void:
# 判断是否需要添加新的 prop container
while inventory.enabled_items.size() > prop_containers.size():
append_prop_container()
# 判断是否需要删除 prop container不保留余数
while inventory.enabled_items.size() < prop_containers.size():
remove_prop_container()
if displaying:
_mouse_moved_on_listening()
# 如果正在展示,则更新 scroll 长度
if displaying and props_bag_scroll.custom_minimum_size.x > 0.0:
_toggle_scroll(false)
func append_prop_container() -> void:
var container = CenterContainer.new()
container.custom_minimum_size = Vector2(PROP_CONTAINER_X, PROP_CONTAINER_X)
container.set_anchors_preset(Control.PRESET_FULL_RECT)
prop_containers.append(container)
var control = Control.new()
control.custom_minimum_size = Vector2(PROP_CONTROL_X, PROP_CONTROL_X)
control.set_anchors_preset(Control.PRESET_FULL_RECT)
container.add_child(control)
var prop = TextureButton.new()
prop.stretch_mode = TextureButton.STRETCH_KEEP_ASPECT_CENTERED
control.add_child(prop)
# 添加到 hbox: container -> control -> prop
props_bag.add_child(container)
prop.pressed.connect(_on_prop_pressed.bind(prop_containers.size() - 1))
func remove_prop_container() -> void:
if prop_containers.size() == 0:
return
var container = prop_containers.pop_back()
props_bag.remove_child(container)
container.queue_free()
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var shake_tween
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# 使用无效道具,抖动提示
func on_toggle_invalid_prop():
if not inventory or not inventory.current_item_key():
return
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if GlobalConfig.DEBUG:
print("使用无效道具. invalid_prop shake. current prop:", inventory.current_item_key())
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if shake_tween:
shake_tween.kill()
# 抖动效果,逐渐减弱
shake_tween = create_tween()
var fps := 15.0
var duration := 0.8
var delta := 12.0
var origin_pos = Vector2.ZERO
var count = int(duration * fps)
var delta_t = 1.0 / fps
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var prop = display_prop
# var prop = prop_containers[0].get_child(0)
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prop.modulate = Color(1.0, 0.6, 0.6, 1.0)
for i in range(count):
var offset = Vector2(randf_range(-delta, delta), randf_range(-delta, delta)) * exp(-i)
shake_tween.tween_property(prop, "position", origin_pos + offset, delta_t).set_trans(
Tween.TRANS_CUBIC
)
shake_tween.tween_callback(_reset_prop_modulate)
func _reset_prop_modulate():
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var prop = display_prop
# var prop = prop_containers[0].get_child(0)
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prop.modulate = Color(1.0, 1.0, 1.0, 1.0)