优化 prop hud 逻辑
This commit is contained in:
parent
3be55f41e7
commit
740620a1d4
@ -175,10 +175,10 @@ func checkout_prop_inventory(character: String) -> void:
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else:
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printerr("checkout_prop_inventory: PropHud node not found")
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func get_current_prop(must_selected: bool) -> String:
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# 无效参数
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func get_current_prop(_must_selected = null) -> String:
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var prop_hud = get_prop_hud()
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if prop_hud and (not must_selected or prop_hud.selected):
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if prop_hud:
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return prop_hud.inventory.current_item_key()
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return ""
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@ -3,6 +3,14 @@ class_name PropHud extends Control
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signal current_item_changed(prop_key: String)
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# 常量定义
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const PROP_CONTAINER_X = 130.0
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const PROP_CONTROL_X = 110.0
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const TWEEN_DURATION = 0.5
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const SHAKE_FPS = 15.0
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const SHAKE_DURATION = 0.8
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const SHAKE_DELTA = 12.0
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@export_group("DebugItem")
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@export var enable_item := false:
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set(value):
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@ -10,12 +18,18 @@ signal current_item_changed(prop_key: String)
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enable_item = false
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enable_prop_item(item_key)
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@export var item_key: String
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@export_group("Inventory")
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@export var inventory: PropInventory:
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set(value):
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if inventory == value:
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return
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if inventory and inventory.current_item_changed.is_connected(_emit_changed):
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inventory.current_item_changed.disconnect(_emit_changed)
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inventory = value
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if inventory and not inventory.current_item_changed.is_connected(_emit_changed):
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inventory.current_item_changed.connect(_emit_changed)
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@export_group("UI-UX")
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@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:
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@ -45,10 +59,8 @@ signal current_item_changed(prop_key: String)
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@onready var props_bag_scroll = %PropsBagScroll as ScrollContainer
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@onready var props_bag = %PropsBag as HBoxContainer
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@onready var select_mark = %SelectMark as TextureRect
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var prop_containers = [] #CenterContainer
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const PROP_CONTAINER_X = 130.0
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const PROP_CONTROL_X = 110.0
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var prop_containers: Array[CenterContainer] = []
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var items_dict := {}
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var items_description_dict = {}
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# 从配置文件加载 prop items
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@ -62,10 +74,16 @@ var displaying = false
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var timer := Timer.new()
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var display_tween: Tween
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var container_tween: Tween
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var prop_blink: Tween
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var tween_scroll: Tween
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var shake_tween: Tween
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# hud 是否监听快捷键
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var listening_hotkey = true
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# 缓存的占位符纹理
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var placeholder_texture: Texture2D
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func _emit_changed(prop_key := ""):
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if not selected:
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@ -77,33 +95,43 @@ func _emit_changed(prop_key := ""):
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func _ready() -> void:
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if Engine.is_editor_hint():
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return
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# 初始化占位符纹理
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placeholder_texture = preload("res://asset/art/ui/hud/placeholder.png")
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# read prop containers
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for id in range(props_bag.get_child_count()):
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var container = props_bag.get_child(id)
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prop_containers.append(container)
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container.get_child(0).get_child(0).gui_input.connect(_on_prop_gui_input.bind(id))
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var button = container.get_child(0).get_child(0)
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if button:
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button.gui_input.connect(_on_prop_gui_input.bind(id))
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display_prop.gui_input.connect(_on_prop_gui_input.bind(-1))
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_load_items_config_to_dict("ImportantPropItems")
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_load_items_config_to_dict("PropItems")
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_reload_cache_and_realign_display()
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selecting_bg.modulate.a = 0.0
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prop_scroll.scroll_horizontal = PROP_CONTAINER_X
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props_bag_scroll.scroll_horizontal = 0.0
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props_bag_scroll.custom_minimum_size.x = 0.0
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# focus_exited.connect(_on_focus_exited)
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# 存档更新时,从存档加载 prop
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ArchiveManager.archive_loaded.connect(_reload_cache_and_realign_display)
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# tween timer
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timer.wait_time = display_time
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timer.one_shot = true
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timer.autostart = false
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timer.timeout.connect(_on_timer_timeout)
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add_child(timer)
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# connect signals
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left_btn.pressed.connect(on_left_pressed)
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right_btn.pressed.connect(on_right_pressed)
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title_label.modulate.a = 0.0
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# _toggle_btn_ability(false)
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left_btn.modulate.a = 0.5
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right_btn.modulate.a = 0.5
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mouse_entered.connect(_on_mouse_entered)
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@ -111,51 +139,36 @@ func _ready() -> void:
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func _load_items_config_to_dict(title: String):
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if not item_config_res or not item_config_res.titles.has(title):
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return
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var id = item_config_res.titles[title]
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var current_line = item_config_res.lines[id]
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var current_line = item_config_res.lines.get(id)
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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="
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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):
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texture_path = t.replace(wrapped_texture, "").strip_edges()
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elif t.begins_with(wrapped_inspect):
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inspect_path = t.replace(wrapped_inspect, "").strip_edges()
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for tag in current_line.tags:
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if tag.begins_with("texture="):
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texture_path = tag.substr(8).strip_edges()
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elif tag.begins_with("inspect="):
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inspect_path = tag.substr(8).strip_edges()
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var item = PropItem.new()
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item.key = current_line.translation_key
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if texture_path:
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item.texture_path = path_prefix + texture_path
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if inspect_path:
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item.inspect_path = path_prefix + inspect_path
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items_dict[item.key] = item
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# # 检查是否是重要物品,如果是,则添加到 items_description_dict
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items_description_dict[item.key] = tr(item.key + "_说明").replace("{br}", "\n")
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# if item_config_res.titles.has(item.key):
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# var important_item_line_id = item_config_res.titles[item.key]
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# 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":
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break
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current_line = item_config_res.lines[current_line.next_id]
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# func get_import_item_content(line_id) -> String:
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# var current_line = item_config_res.lines[line_id]
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# var content = ""
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# while current_line:
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# if current_line.has("text"):
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# if current_line.has("translation_key"):
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# content += tr(current_line.translation_key) + "\n"
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# else:
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# content += current_line.text + "\n"
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# if not current_line.has("next_id") or current_line.next_id == "end":
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# break
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# current_line = item_config_res.lines[current_line.next_id]
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# content.replace("{br}", "\n")
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# return content
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current_line = item_config_res.lines.get(current_line.next_id)
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func _reload_cache_and_realign_display() -> void:
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@ -174,57 +187,90 @@ func checkout_inventory(character: String) -> void:
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_reload_cache_and_realign_display()
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func hide_hud():
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# 隐藏 hud 并静音
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hide()
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const HUD_FADE_DURATION = 0.3
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# 在变量定义区域添加
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var hud_visibility_tween: Tween
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func hide_hud(duration: float = HUD_FADE_DURATION):
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if not visible:
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return
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listening_hotkey = false
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# 清理之前的补间动画
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if hud_visibility_tween and hud_visibility_tween.is_running():
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hud_visibility_tween.kill()
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# 创建渐变动画
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hud_visibility_tween = create_tween()
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hud_visibility_tween.tween_property(self, "modulate:a", 0.0, duration)
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hud_visibility_tween.tween_callback(hide)
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func display_hud():
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# 显示 hud 并取消静音
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show()
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listening_hotkey = true
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func display_hud(duration: float = HUD_FADE_DURATION):
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if visible and modulate.a >= 1.0:
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return
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# 清理之前的补间动画
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if hud_visibility_tween and hud_visibility_tween.is_running():
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hud_visibility_tween.kill()
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# 确保节点可见但透明
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if not visible:
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modulate.a = 0.0
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show()
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# 创建渐变动画
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hud_visibility_tween = create_tween()
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hud_visibility_tween.tween_property(self, "modulate:a", 1.0, duration)
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hud_visibility_tween.tween_callback(func(): listening_hotkey = true)
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func _load_texture_cache() -> void:
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if not inventory:
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return
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# 移除无效纹理
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var keys_to_remove = []
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for k in cached_inventory_textures:
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# remove invalid textures
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if not k in inventory.enabled_items:
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cached_inventory_textures.erase(k)
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keys_to_remove.append(k)
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for k in keys_to_remove:
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cached_inventory_textures.erase(k)
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# 加载新纹理
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for key in inventory.enabled_items:
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if cached_inventory_textures.has(key):
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continue
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# 以 items_dict 为准,如果 enabled_items 中的 key 不存在,则删除
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if not key in items_dict:
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if not items_dict.has(key):
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inventory.disable_item(key)
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printerr(
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"PropHud _load_texture_cache: key not found in items_dict:", key, ". remove item."
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)
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continue
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var path = items_dict[key].texture_path
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if not path:
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var placeholder = preload("res://asset/art/ui/hud/placeholder.png")
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cached_inventory_textures[key] = placeholder
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cached_inventory_textures[key] = placeholder_texture
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print("Cache load prop placeholder key=", key)
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continue
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var texture = load(path) as Texture2D
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if texture:
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if GlobalConfig.DEBUG:
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print("Cache load prop texture key=", key)
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cached_inventory_textures[key] = texture
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# wrap index
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inventory.current_index = wrapi(inventory.current_index, 0, inventory.enabled_items.size())
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if inventory.enabled_items.size() > 0:
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inventory.current_index = wrapi(inventory.current_index, 0, inventory.enabled_items.size())
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func _update_prop_display_with_texture():
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if not inventory:
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return
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var key = ""
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# 在没有道具时,展示空手 placeholder
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if inventory.enabled_items.is_empty():
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display_prop.texture_normal = preload("res://asset/art/ui/hud/placeholder.png")
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display_prop.texture_normal = placeholder_texture
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display_prop.size = Vector2(PROP_CONTROL_X, PROP_CONTROL_X)
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display_prop.scale = Vector2(1.0, 1.0)
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title_label.text = tr("prop_空手")
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@ -232,36 +278,48 @@ func _update_prop_display_with_texture():
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key = inventory.current_item_key()
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_display_texture_by_key(display_prop, key)
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title_label.text = tr(key)
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# 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
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var player = SceneManager.get_player()
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if player:
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player.set_catty_light(key == "prop_小猫玩具完整")
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if GlobalConfig.DEBUG:
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print("[PropHud] current display prop:", key)
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# 选中标记 select_mark; 如果被 free 掉,则重新创建
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if select_mark and is_instance_valid(select_mark):
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var parent = select_mark.get_parent()
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if parent:
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parent.remove_child(select_mark)
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else:
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select_mark = TextureRect.new()
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select_mark.custom_minimum_size = Vector2(PROP_CONTAINER_X, PROP_CONTAINER_X)
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select_mark.texture = preload("res://asset/art/ui/hud/select_mark.png")
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# bag
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# 选中标记处理
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_update_select_mark()
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# bag更新
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for i in range(inventory.enabled_items.size()):
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var id = wrapi(i, 0, inventory.enabled_items.size())
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var k = inventory.enabled_items[id]
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var button = prop_containers[i].get_child(0).get_child(0) as TextureButton
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var container = prop_containers[i]
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var button = container.get_child(0).get_child(0) as TextureButton
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_display_texture_by_key(button, k)
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if id == inventory.current_index:
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prop_containers[i].get_child(0).add_child(select_mark)
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container.get_child(0).add_child(select_mark)
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prop_scroll.scroll_horizontal = PROP_CONTAINER_X
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# props_bag_scroll.scroll_horizontal = 0.0
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func _display_texture_by_key(button, key) -> void:
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if not key:
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button.texture_normal = null
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func _update_select_mark():
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if not is_instance_valid(select_mark):
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select_mark = TextureRect.new()
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select_mark.custom_minimum_size = Vector2(PROP_CONTAINER_X, PROP_CONTAINER_X)
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select_mark.texture = preload("res://asset/art/ui/hud/select_mark.png")
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else:
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var parent = select_mark.get_parent()
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if parent:
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parent.remove_child(select_mark)
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func _display_texture_by_key(button: TextureButton, key: String) -> void:
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if not key or not button:
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if button:
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button.texture_normal = null
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return
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if not items_dict.has(key):
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return
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var item = items_dict[key]
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var texture = cached_inventory_textures.get(item.key)
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@ -270,14 +328,15 @@ func _display_texture_by_key(button, key) -> void:
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texture = load(item.texture_path) as Texture2D
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if not texture:
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printerr("PropHud _display_texture_by_key: No texture found for item:", item)
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return
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else:
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cached_inventory_textures[item.key] = texture
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button.texture_normal = texture
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var t_size = button.texture_normal.get_size()
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var max_x = max(t_size.x, t_size.y)
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var t_size = texture.get_size()
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var max_dimension = max(t_size.x, t_size.y)
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var p_scale = min(PROP_CONTROL_X / t_size.x, PROP_CONTROL_X / t_size.y)
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button.scale = Vector2(p_scale, p_scale)
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button.size = Vector2(max_x, max_x)
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button.size = Vector2(max_dimension, max_dimension)
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func on_left_pressed() -> void:
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@ -305,34 +364,37 @@ func on_right_pressed() -> void:
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func _tween_container(left_to_right := true) -> void:
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if container_tween and container_tween.is_running():
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container_tween.kill()
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container_tween = create_tween()
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if left_to_right:
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prop_scroll.scroll_horizontal = 2 * PROP_CONTAINER_X
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else:
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prop_scroll.scroll_horizontal = 0.0
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# 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
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prop_scroll.scroll_horizontal = 2 * PROP_CONTAINER_X if left_to_right else 0.0
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container_tween.tween_property(prop_scroll, "scroll_horizontal", PROP_CONTAINER_X, 0.2)
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func _on_prop_gui_input(event: InputEvent, id) -> void:
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if locked:
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func _on_prop_gui_input(event: InputEvent, id: int) -> void:
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if locked or not event is InputEventMouseButton:
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return
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if event is InputEventMouseButton and event.is_pressed():
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event = event as InputEventMouseButton
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if event.button_index == MOUSE_BUTTON_LEFT:
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var mouse_event = event as InputEventMouseButton
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if not mouse_event.is_pressed():
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return
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match mouse_event.button_index:
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MOUSE_BUTTON_LEFT:
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_on_prop_pressed(id)
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elif event.button_index == MOUSE_BUTTON_RIGHT:
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MOUSE_BUTTON_RIGHT:
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_on_prop_inspected(id)
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func _on_prop_inspected(id := 0) -> void:
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if locked:
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return
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var prop_key = ""
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if id >= 0:
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if id >= 0 and id < inventory.enabled_items.size():
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prop_key = inventory.enabled_items[id]
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else:
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prop_key = inventory.current_item_key()
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if prop_key:
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sfx_inspect.play()
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print("[PropHud] inspect prop:", prop_key)
|
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@ -342,37 +404,37 @@ func _on_prop_inspected(id := 0) -> void:
|
||||
func _on_prop_pressed(id := 0) -> void:
|
||||
if locked:
|
||||
return
|
||||
|
||||
sfx_click.play()
|
||||
if GlobalConfig.DEBUG:
|
||||
print("PropHUD Panel pressed.")
|
||||
|
||||
focus_mode = FOCUS_ALL
|
||||
grab_focus()
|
||||
selected = true
|
||||
if id >= 0:
|
||||
|
||||
if id >= 0 and id < inventory.enabled_items.size():
|
||||
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.tween_property(props_bag_scroll, "custom_minimum_size:x", 0.0, TWEEN_DURATION)
|
||||
tween_scroll.parallel().tween_property(
|
||||
hud_rect, "custom_minimum_size:x", PROP_CONTAINER_X + 10., 0.5
|
||||
hud_rect, "custom_minimum_size:x", PROP_CONTAINER_X + 10., TWEEN_DURATION
|
||||
)
|
||||
else:
|
||||
# blink
|
||||
@ -388,12 +450,17 @@ func _toggle_scroll(fold := true) -> void:
|
||||
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)
|
||||
tween_scroll.tween_property(
|
||||
props_bag_scroll, "custom_minimum_size:x", bag_x, TWEEN_DURATION
|
||||
)
|
||||
tween_scroll.parallel().tween_property(
|
||||
hud_rect, "custom_minimum_size:x", hud_x, TWEEN_DURATION
|
||||
)
|
||||
|
||||
|
||||
func _on_mouse_entered() -> void:
|
||||
@ -410,9 +477,11 @@ func _on_mouse_exited() -> void:
|
||||
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)
|
||||
|
||||
|
||||
@ -424,6 +493,7 @@ func _on_timer_timeout() -> void:
|
||||
func _unhandled_input(event: InputEvent) -> void:
|
||||
if locked or not listening_hotkey:
|
||||
return
|
||||
|
||||
if event.is_action_pressed("prop_left"):
|
||||
on_left_pressed()
|
||||
get_viewport().set_input_as_handled()
|
||||
@ -431,17 +501,21 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
on_right_pressed()
|
||||
get_viewport().set_input_as_handled()
|
||||
elif event is InputEventMouseButton:
|
||||
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
|
||||
on_left_pressed()
|
||||
get_viewport().set_input_as_handled()
|
||||
elif event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
|
||||
on_right_pressed()
|
||||
get_viewport().set_input_as_handled()
|
||||
var mouse_event = event as InputEventMouseButton
|
||||
if mouse_event.pressed:
|
||||
match mouse_event.button_index:
|
||||
MOUSE_BUTTON_WHEEL_DOWN:
|
||||
on_left_pressed()
|
||||
get_viewport().set_input_as_handled()
|
||||
MOUSE_BUTTON_WHEEL_UP:
|
||||
on_right_pressed()
|
||||
get_viewport().set_input_as_handled()
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if locked:
|
||||
return
|
||||
|
||||
if listen_mouse and (event is InputEventMouseMotion or event is InputEventScreenTouch):
|
||||
_mouse_moved_on_listening()
|
||||
|
||||
@ -462,7 +536,6 @@ func _toggle_details(display := true) -> void:
|
||||
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()
|
||||
|
||||
|
||||
@ -474,11 +547,14 @@ func _toggle_btn_ability(v: bool) -> void:
|
||||
func enable_important_item(prop_key: String, display_inspector: bool) -> void:
|
||||
if not inventory or not prop_key:
|
||||
return
|
||||
|
||||
if not items_dict.has(prop_key):
|
||||
push_error("ImportantPropItem not found! key=" + prop_key)
|
||||
return
|
||||
|
||||
inventory.enable_important_item(prop_key)
|
||||
SceneManager.pop_notification("ui_notify_important_item_update")
|
||||
|
||||
if display_inspector:
|
||||
sfx_inspect.play()
|
||||
inspect_item(prop_key, true, true)
|
||||
@ -488,13 +564,17 @@ func enable_prop_item(prop_key: String, inspect := true) -> void:
|
||||
if not inventory or not prop_key:
|
||||
printerr("PropHUD Enable prop item: No inventory or prop_key provided.")
|
||||
return
|
||||
|
||||
if not items_dict.has(prop_key):
|
||||
push_error("PropItem not found! key=" + prop_key)
|
||||
return
|
||||
|
||||
inventory.enable_item(prop_key)
|
||||
_reload_cache_and_realign_display()
|
||||
|
||||
if GlobalConfig.DEBUG:
|
||||
print("PropHUD Enable prop item:", prop_key)
|
||||
|
||||
if inspect:
|
||||
sfx_new_prop.play()
|
||||
inspect_item(prop_key)
|
||||
@ -502,27 +582,31 @@ func enable_prop_item(prop_key: String, inspect := true) -> void:
|
||||
|
||||
func inspect_item(prop_key: String, display_obtained := true, as_important_item := false):
|
||||
var inspector = SceneManager.get_inspector()
|
||||
if inspector:
|
||||
var texture_path = items_dict[prop_key].texture_path
|
||||
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, false, display_obtained, as_important_item
|
||||
)
|
||||
else:
|
||||
var texture = cached_inventory_textures.get(prop_key)
|
||||
if not texture:
|
||||
texture = load(texture_path) as Texture2D
|
||||
if texture:
|
||||
cached_inventory_textures[prop_key] = texture
|
||||
else:
|
||||
printerr("prophud inspect_item invalid texture_path:", texture_path)
|
||||
return
|
||||
inspector.pop_prop_inspection(
|
||||
prop_key, texture, true, display_obtained, as_important_item
|
||||
)
|
||||
if not inspector or not items_dict.has(prop_key):
|
||||
return
|
||||
|
||||
var item = items_dict[prop_key]
|
||||
var texture: Texture2D = null
|
||||
var is_inspect_texture = false
|
||||
|
||||
# 检查是否有独立的 inspect 图片
|
||||
if item.inspect_path:
|
||||
texture = load(item.inspect_path) as Texture2D
|
||||
is_inspect_texture = true
|
||||
else:
|
||||
texture = cached_inventory_textures.get(prop_key)
|
||||
if not texture and item.texture_path:
|
||||
texture = load(item.texture_path) as Texture2D
|
||||
if texture:
|
||||
cached_inventory_textures[prop_key] = texture
|
||||
|
||||
if not texture:
|
||||
printerr("prophud inspect_item invalid texture for key:", prop_key)
|
||||
return
|
||||
|
||||
inspector.pop_prop_inspection(
|
||||
prop_key, texture, not is_inspect_texture, display_obtained, as_important_item
|
||||
)
|
||||
|
||||
|
||||
func disable_prop_item(prop_key: String) -> void:
|
||||
@ -533,16 +617,21 @@ func disable_prop_item(prop_key: String) -> void:
|
||||
|
||||
|
||||
func _align_container_size() -> void:
|
||||
# 判断是否需要添加新的 prop container
|
||||
if not inventory:
|
||||
return
|
||||
|
||||
# 添加新容器
|
||||
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
|
||||
|
||||
# 删除多余容器
|
||||
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:
|
||||
if props_bag_scroll.custom_minimum_size.x > 0.0:
|
||||
_toggle_scroll(false)
|
||||
|
||||
|
||||
@ -550,58 +639,65 @@ 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.gui_input.connect(_on_prop_gui_input.bind(prop_containers.size() - 1))
|
||||
prop_containers.append(container)
|
||||
|
||||
var index = prop_containers.size() - 1
|
||||
prop.gui_input.connect(_on_prop_gui_input.bind(index))
|
||||
|
||||
|
||||
func remove_prop_container() -> void:
|
||||
if prop_containers.size() == 0:
|
||||
if prop_containers.is_empty():
|
||||
return
|
||||
|
||||
var container = prop_containers.pop_back()
|
||||
props_bag.remove_child(container)
|
||||
container.queue_free()
|
||||
if container and is_instance_valid(container):
|
||||
props_bag.remove_child(container)
|
||||
container.queue_free()
|
||||
|
||||
|
||||
var shake_tween
|
||||
|
||||
|
||||
# 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
|
||||
|
||||
if GlobalConfig.DEBUG:
|
||||
print("使用无效道具. invalid_prop shake. current prop:", inventory.current_item_key())
|
||||
if shake_tween:
|
||||
|
||||
if shake_tween and shake_tween.is_running():
|
||||
shake_tween.kill()
|
||||
# 抖动效果,逐渐减弱
|
||||
|
||||
# 抖动效果
|
||||
shake_tween = create_tween()
|
||||
var fps := 15.0
|
||||
var duration := 0.8
|
||||
var delta := 12.0
|
||||
var count = int(SHAKE_DURATION * SHAKE_FPS)
|
||||
var delta_t = 1.0 / SHAKE_FPS
|
||||
var origin_pos = Vector2.ZERO
|
||||
var count = int(duration * fps)
|
||||
var delta_t = 1.0 / fps
|
||||
var prop = display_prop
|
||||
# var prop = prop_containers[0].get_child(0)
|
||||
|
||||
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)
|
||||
var decay = exp(-i)
|
||||
var offset = Vector2(
|
||||
randf_range(-SHAKE_DELTA, SHAKE_DELTA) * decay,
|
||||
randf_range(-SHAKE_DELTA, SHAKE_DELTA) * decay
|
||||
)
|
||||
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():
|
||||
var prop = display_prop
|
||||
# var prop = prop_containers[0].get_child(0)
|
||||
prop.modulate = Color(1.0, 1.0, 1.0, 1.0)
|
||||
if display_prop:
|
||||
display_prop.modulate = Color.WHITE
|
||||
|
Loading…
Reference in New Issue
Block a user