diff --git a/manager/scene/scene_manager.gd b/manager/scene/scene_manager.gd index 20b5e3f1..dd18fafe 100644 --- a/manager/scene/scene_manager.gd +++ b/manager/scene/scene_manager.gd @@ -155,6 +155,7 @@ func get_prop_hud() -> PropHud: func toggle_hud_display(display_hud: bool) -> void: var prop_hud = get_prop_hud() as PropHud if prop_hud: + print("[hud] toggle_hud_display:", display_hud) if display_hud: prop_hud.display_hud() else: @@ -189,6 +190,7 @@ func has_prop(prop_key: String) -> bool: func enable_prop_item_silently(prop_key: String) -> void: var prop_hud = get_prop_hud() if prop_hud: + print("[prop] enable_prop_item_silently prop:", prop_key) prop_hud.enable_prop_item(prop_key, false) else: printerr("enable_prop_item_silently: PropHud node not found") @@ -197,6 +199,7 @@ func enable_prop_item_silently(prop_key: String) -> void: func enable_prop_item(prop_key: String) -> void: var prop_hud = get_prop_hud() if prop_hud: + print("[prop] enable_prop_item prop:", prop_key) prop_hud.enable_prop_item(prop_key) else: printerr("enable_prop_item PropHud node not found") @@ -206,6 +209,7 @@ func enable_prop_item(prop_key: String) -> void: func enable_important_item(prop_key: String, display_inspector = true) -> void: var prop_hud = get_prop_hud() if prop_hud: + print("[prop] enable_important_item prop:", prop_key) prop_hud.enable_important_item(prop_key, display_inspector) else: printerr("enable_important_item PropHud node not found") @@ -214,6 +218,7 @@ func enable_important_item(prop_key: String, display_inspector = true) -> void: func disable_prop_item(prop_key: String) -> void: var prop_hud = get_prop_hud() if prop_hud: + print("[prop] disable_prop_item prop:", prop_key) prop_hud.disable_prop_item(prop_key) else: printerr("disable_prop_item PropHud node not found") diff --git a/scene/character/reenter_lock.gd b/scene/character/reenter_lock.gd index 60505908..2112f668 100644 --- a/scene/character/reenter_lock.gd +++ b/scene/character/reenter_lock.gd @@ -57,8 +57,8 @@ func freeze(duration := 0.0) -> void: _freeze_requests += 1 var f_requests = _freeze_requests _request_mutex.unlock() + print("[Lock] Freeze applied: ", _freeze_requests) if GlobalConfig.DEBUG: - print("[Lock] Freeze applied: ", _freeze_requests) print("freeze from: ", _get_stack_info()) freeze_changed.emit(f_requests, true) @@ -77,8 +77,8 @@ func release() -> void: _freeze_requests = 0 var f_requests = _freeze_requests _request_mutex.unlock() + print("[Lock] Release applied: ", _freeze_requests) if GlobalConfig.DEBUG: - print("[Lock] Release applied: ", _freeze_requests) print("release from: ", _get_stack_info()) freeze_changed.emit(f_requests, false) @@ -90,8 +90,8 @@ func hold(duration := 0.0) -> void: _request_mutex.lock() _hold_requests += 1 _request_mutex.unlock() + print("[Lock] Hold applied: ", _hold_requests) if GlobalConfig.DEBUG: - print("[Lock] Hold applied: ", _hold_requests) print("hold from: ", _get_stack_info()) hold_changed.emit(_hold_requests, true) @@ -110,8 +110,8 @@ func unhold() -> void: _hold_requests = 0 var h_requests = _hold_requests _request_mutex.unlock() + print("[Lock] Unhold applied: ", _hold_requests) if GlobalConfig.DEBUG: - print("[Lock] Unhold applied: ", _hold_requests) print("unhold from: ", _get_stack_info()) hold_changed.emit(h_requests, true) @@ -143,8 +143,8 @@ func lock_all(duration := 0.0) -> void: var h_requests = _hold_requests var f_requests = _freeze_requests _request_mutex.unlock() + prints("[Lock] LockAll applied (hold, freeze): ", _hold_requests, _freeze_requests) if GlobalConfig.DEBUG: - prints("[Lock] LockAll applied (hold, freeze): ", _hold_requests, _freeze_requests) print("lock_all from: ", _get_stack_info()) hold_changed.emit(h_requests, true) freeze_changed.emit(f_requests, true) @@ -177,8 +177,8 @@ func unlock_all() -> void: _request_mutex.unlock() hold_changed.emit(h_requests, false) freeze_changed.emit(f_requests, false) + prints("[Lock] UnlockAll applied (hold, freeze): ", _hold_requests, _freeze_requests) if GlobalConfig.DEBUG: - prints("[Lock] UnlockAll applied (hold, freeze): ", _hold_requests, _freeze_requests) print("unlock_all from: ", _get_stack_info()) diff --git a/scene/entity/ux/sign.gd b/scene/entity/ux/sign.gd index ea089847..d90048c8 100644 --- a/scene/entity/ux/sign.gd +++ b/scene/entity/ux/sign.gd @@ -34,7 +34,10 @@ var pass_unhandled_input = false # var shadow_texture = preload("res://asset/art/ui/action_mark/探索空心ui.png") as Texture2D # 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 -static var occupied: NodePath +static var occupied: NodePath: + set(val): + occupied = val + print("[Sign] occupied:", Sign.get_name_from_path(occupied)) # touching 状态改变时就要擦除 static var _touching_sign_arr: Array[NodePath] = [] # 使用互斥锁保证线程安全。在操作 occupied 或 _touching_sign_arr 时需要先锁定,操作完成后解锁 @@ -142,9 +145,9 @@ func align_activation() -> bool: activated, "[/color]", " occupied:[color=khaki]", - _get_name_from_path(occupied), + Sign.get_name_from_path(occupied), "[/color] touching:[color=coral]", - _get_name_from_paths(_touching_sign_arr), + Sign.get_name_from_paths(_touching_sign_arr), "[/color]" ) return activated @@ -193,7 +196,7 @@ func _try_activate() -> bool: return activated -func _get_name_from_path(path: NodePath) -> String: +static func get_name_from_path(path: NodePath) -> String: if not path: return "" # return -2 idx @@ -206,12 +209,12 @@ func _get_name_from_path(path: NodePath) -> String: return "" -func _get_name_from_paths(paths: Array[NodePath]) -> String: +static func get_name_from_paths(paths: Array[NodePath]) -> String: if len(paths) == 0: return "" var names = [] for path in paths: - names.append(_get_name_from_path(path)) + names.append(Sign.get_name_from_path(path)) return ", ".join(names) diff --git a/scene/ux/prop_hud.gd b/scene/ux/prop_hud.gd index d3272628..ef4d3ad9 100644 --- a/scene/ux/prop_hud.gd +++ b/scene/ux/prop_hud.gd @@ -236,7 +236,7 @@ func _update_prop_display_with_texture(): var player = SceneManager.get_player() if player: player.set_catty_light(key == "prop_小猫玩具完整") - + print("[PropHud] current display prop:", key) # 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() @@ -334,6 +334,7 @@ func _on_prop_inspected(id := 0) -> void: prop_key = inventory.current_item_key() if prop_key: sfx_inspect.play() + print("[PropHud] inspect prop:", prop_key) inspect_item(prop_key, false)