From a29f0fca79e5ea92a6e710e9f5df9b38aba70dad Mon Sep 17 00:00:00 2001 From: cakipaul Date: Fri, 11 Jul 2025 23:33:43 +0800 Subject: [PATCH] =?UTF-8?q?=E5=A2=9E=E5=8A=A0pause=5Fcounter=5Farr?= =?UTF-8?q?=E3=80=81sign=20interact/cancel=E3=80=81=E5=90=84=E7=B1=BBentit?= =?UTF-8?q?y=E7=AD=89=E6=97=A5=E5=BF=97=E8=AE=B0=E5=BD=95=E7=82=B9?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit --- manager/scene/scene_manager.gd | 22 +++++++++++++++------- scene/character/main_player.gd | 9 +++------ scene/dialog/balloon.gd | 2 +- scene/entity/closeup.gd | 2 +- scene/entity/pickable.gd | 3 +-- scene/entity/portal.gd | 6 ++---- scene/entity/ux/sign.gd | 11 +++-------- scene/ground/ground.gd | 3 +-- scene/ground/ground_loader.gd | 18 ++++++++---------- scene/index_page.gd | 6 ++---- scene/settings/settings.gd | 4 ++-- scene/ux/bag/prop_bag.gd | 4 ++-- scene/ux/memory/memory.gd | 4 ++-- scene/ux/note/ux_note.gd | 4 ++-- scene/ux/panel/ux_panel.gd | 4 ++-- 15 files changed, 47 insertions(+), 55 deletions(-) diff --git a/manager/scene/scene_manager.gd b/manager/scene/scene_manager.gd index dd18fafe..e8824e68 100644 --- a/manager/scene/scene_manager.gd +++ b/manager/scene/scene_manager.gd @@ -332,7 +332,9 @@ func _jump_back_to_index_and_quit_main() -> void: await get_tree().process_frame get_tree().change_scene_to_packed(packed_index_page) # 防止游戏卡死 reset pause counter - pause_counter = 0 + if pause_counter_arr.size() > 0: + printerr("checkout_index_page: pause_counter_arr is not empty, resetting pause counter") + pause_counter_arr.clear() get_tree().paused = false @@ -344,7 +346,9 @@ func enter_main_scene() -> void: await get_tree().process_frame get_tree().change_scene_to_packed.call_deferred(main_scene) # get_tree().change_scene_to_file.call_deferred("uid://dygvcmykn02n8") - pause_counter = 0 + if pause_counter_arr.size() > 0: + printerr("enter_main_scene: pause_counter_arr is not empty, resetting pause counter") + pause_counter_arr.clear() get_tree().paused = false @@ -386,16 +390,20 @@ func show_settings() -> void: #### 游戏场景树暂停计数器,设置、memory、bag 等菜单都会导致 pause -var pause_counter := 0 +## 目前有(5类): settings, panel, bag, note, memory +var pause_counter_arr: Array[String] = [] var pause_counter_mutex := Mutex.new() -func toggle_pause_counter(plus := true) -> void: +func toggle_pause_counter(plus := true, from := "") -> void: # 若不 lock,会导致快速切换菜单时出现并发问题(pause_counter 成为负数) pause_counter_mutex.lock() - pause_counter += 1 if plus else -1 - print("SceneTree pause_counter: ", pause_counter) - get_tree().paused = pause_counter > 0 + if plus: + pause_counter_arr.append(from) + else: + pause_counter_arr.erase(from) + print("SceneTree pause_counter_arr: ", pause_counter_arr) + get_tree().paused = len(pause_counter_arr) > 0 pause_counter_mutex.unlock() diff --git a/scene/character/main_player.gd b/scene/character/main_player.gd index c9bfd2d7..962136bc 100644 --- a/scene/character/main_player.gd +++ b/scene/character/main_player.gd @@ -279,8 +279,7 @@ func _on_freeze_changed(count: int, is_add: bool): # 非首次 freeze 不改变动画状态,因为在动画演出中可能多次 freeze 与 release func _on_first_frozen() -> void: - if GlobalConfig.DEBUG: - print("player _on_first_frozen. current_status=", current_status) + print("player _on_first_frozen. current_status=", current_status) # reset status to idle or stay velocity = Vector2.ZERO current_status = PlayerAnimationConfig.MOVEMENT_IDLE @@ -372,8 +371,7 @@ func walk_to_x(global_pos_x: float) -> Tween: func walk_to(global_pos: Vector2) -> Tween: var tween = create_tween() velocity = Vector2.ZERO - if GlobalConfig.DEBUG: - print("walk_to:", global_pos, " from:", global_position) + print("player walk_to:", global_pos, " from:", global_position) # 不同距离下,行走时长略做自适应 var time_cost = absf(global_pos.distance_to(global_position) / 50.0) # 忽略过小的位移 @@ -406,8 +404,7 @@ func toggle_pause_state(pause := true) -> void: func _after_walk_to() -> void: current_status = PlayerAnimationConfig.MOVEMENT_IDLE _play_animation() - if GlobalConfig.DEBUG: - print("walk_to end. unlock player") + print("player walk_to end. unlock player") SceneManager.unlock_player() diff --git a/scene/dialog/balloon.gd b/scene/dialog/balloon.gd index 3681d8ff..6b721b1e 100755 --- a/scene/dialog/balloon.gd +++ b/scene/dialog/balloon.gd @@ -206,7 +206,7 @@ func apply_dialogue_line() -> void: if audio_stream_player.playing: audio_stream_player.stop() if GlobalConfig.DEBUG: - printerr("Dialogue no audio found! audio_path = %s audio_import_path = %s" % [audio_path, audio_import_path]) + print_rich("[color=orange]Dialogue no audio found! audio_path = %s audio_import_path = %s" % [audio_path, audio_import_path]) # if dialogue_label.is_typing: # await dialogue_label.finished_typing diff --git a/scene/entity/closeup.gd b/scene/entity/closeup.gd index 44d5f42c..524e91b2 100644 --- a/scene/entity/closeup.gd +++ b/scene/entity/closeup.gd @@ -33,7 +33,7 @@ func display() -> void: if current_child.has_signal("exit"): current_child.connect("exit", _exit) elif GlobalConfig.DEBUG: - print("[特写界面] no exit signal, packed_scene:", packed_scene) + print_rich("[color=orange][特写界面] no exit signal, packed_scene:", packed_scene) func _exit(arg = null): diff --git a/scene/entity/pickable.gd b/scene/entity/pickable.gd index d5c9d5c6..1d19a2e9 100644 --- a/scene/entity/pickable.gd +++ b/scene/entity/pickable.gd @@ -121,8 +121,7 @@ func _interacted(): else: SceneManager.enable_prop_item(prop_key) triggered.emit() - if GlobalConfig.DEBUG: - print("pickable triggered! name=", name) + print("pickable triggered! prop_key=", prop_key, ",as_important_item=", as_important_item) _check_display() diff --git a/scene/entity/portal.gd b/scene/entity/portal.gd index c45520ab..e67ad98c 100644 --- a/scene/entity/portal.gd +++ b/scene/entity/portal.gd @@ -95,8 +95,7 @@ func _ready() -> void: ground_archive = ArchiveManager.archive.ground_archive() icount = ground_archive.get_value(name, "icount", 0) status = ground_archive.get_value(name, "status", status) - if GlobalConfig.DEBUG: - print("Portal read status [", name, "] status=", status) + print("Portal read status [", name, "] status=", status) _check_sign_mark_and_texture() area2d.body_entered.connect(_reset) area2d.body_exited.connect(_on_cancel) @@ -198,8 +197,7 @@ func _on_interacted() -> void: before_pre_transport_wait.emit() if pre_transport_wait_time > 0.0: await get_tree().create_timer(pre_transport_wait_time).timeout - if GlobalConfig.DEBUG: - print("传送前往", target_scene, target_portal, " immediately=", immediately) + prints("[portal] transition to scene:", target_scene, target_portal, "immediately=", immediately) var ground_loader = SceneManager.get_ground_loader() as GroundLoader if ground_loader: if immediately: diff --git a/scene/entity/ux/sign.gd b/scene/entity/ux/sign.gd index d90048c8..0299555f 100644 --- a/scene/entity/ux/sign.gd +++ b/scene/entity/ux/sign.gd @@ -34,10 +34,7 @@ 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: - set(val): - occupied = val - print("[Sign] occupied:", Sign.get_name_from_path(occupied)) +static var occupied: NodePath # 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 @@ -228,8 +225,7 @@ func _unhandled_input(event: InputEvent) -> void: if activated: if event.is_action_pressed("interact"): get_viewport().set_input_as_handled() - if GlobalConfig.DEBUG: - print("Sign interacted:", get_parent().name) + print("Sign interacted:", get_parent().name) interacted.emit() if is_inside_tree(): # grab focus 放在 emit 后面,避免在 emit 时 prop hud 失去 focus @@ -238,8 +234,7 @@ func _unhandled_input(event: InputEvent) -> void: grab_focus() elif event.is_action_pressed("cancel"): get_viewport().set_input_as_handled() - if GlobalConfig.DEBUG: - print("Sign cancel:", get_parent().name) + print("Sign cancel:", get_parent().name) cancel.emit() release_focus() diff --git a/scene/ground/ground.gd b/scene/ground/ground.gd index 9192ca0a..3754fdab 100644 --- a/scene/ground/ground.gd +++ b/scene/ground/ground.gd @@ -180,8 +180,7 @@ func move_player_to_portal(portal_name: String) -> void: elif portal_name == "right": mov_player.set_facing_direction(Vector2.LEFT) reset_player_y() - if GlobalConfig.DEBUG: - print("move player to portal:", portal_name, portal_node.global_position) + print("[ground] move player to portal:", portal_name, portal_node.global_position) elif mov_player: printerr(scene_name, " portal not found: ", node_path) else: diff --git a/scene/ground/ground_loader.gd b/scene/ground/ground_loader.gd index 036d9df8..592a3a9a 100644 --- a/scene/ground/ground_loader.gd +++ b/scene/ground/ground_loader.gd @@ -122,9 +122,8 @@ func transition_to_scene(scene_name: String, portal: String, wait_time := 1.4) - # 先发送,再暂停,允许 sfx 等节点执行 ease out SceneManager.ground_transition_pre_paused.emit() ground.process_mode = Node.PROCESS_MODE_DISABLED - if GlobalConfig.DEBUG: - # print reenter lock status - print("GroundLoader transition_to_scene: reenter lock status: ", ground.reenter_lock) + # print reenter lock status + print("GroundLoader transition_to_scene: reenter lock status: ", ground.reenter_lock) var scene_path = GROUND_SCENE_PATH_DICT.get(scene_name) if scene_path: current_scene = scene_name @@ -208,14 +207,13 @@ func _add_ground(): else: # move player to portal ground.move_player_to_portal(entrance_portal) - if GlobalConfig.DEBUG: - print( - "GroundLoader add_ground finished:", - ground.scene_name, - " player.pos=", - ground.get_player().global_position - ) add_child(ground) + print( + "GroundLoader add_ground finished:", + ground.scene_name, + " player.pos=", + ground.get_player().global_position + ) # ready 后,再整体重置 camera 位置 if not Engine.is_editor_hint(): ground.get_camera().reset_position_immediately() diff --git a/scene/index_page.gd b/scene/index_page.gd index 644ea317..52762c52 100644 --- a/scene/index_page.gd +++ b/scene/index_page.gd @@ -11,8 +11,7 @@ extends Control func _ready(): - if GlobalConfig.DEBUG: - print("Index Page Ready") + print("Index Page Ready") newgame_btn.pressed.connect(_on_newgame_pressed) resume_btn.pressed.connect(_on_resume_pressed) quit_btn.pressed.connect(_on_quit_pressed) @@ -37,8 +36,7 @@ func _on_newgame_pressed(): func _on_resume_pressed(): sfx_click.global_play() # 继续一号存档 - if GlobalConfig.DEBUG: - print("Resume") + print("Resume Game") if ArchiveManager.archives.has(1): # 设置 current_selected_archive_id 后,存档会自动加载 GlobalConfigManager.config.current_selected_archive_id = 1 diff --git a/scene/settings/settings.gd b/scene/settings/settings.gd index a6f14129..03b4f446 100644 --- a/scene/settings/settings.gd +++ b/scene/settings/settings.gd @@ -91,7 +91,7 @@ func _ready(): # navigation return_btn.pressed.connect(_on_return_btn_pressed) return_btn.grab_focus() - SceneManager.toggle_pause_counter(true) + SceneManager.toggle_pause_counter(true, "settings") # open $"Sfx打开".play() # # resize @@ -192,5 +192,5 @@ func _unhandled_key_input(event: InputEvent) -> void: func exit_settings() -> void: $"Sfx关闭".global_play() - SceneManager.toggle_pause_counter(false) + SceneManager.toggle_pause_counter(false, "settings") queue_free() diff --git a/scene/ux/bag/prop_bag.gd b/scene/ux/bag/prop_bag.gd index de487afd..44eef4d3 100644 --- a/scene/ux/bag/prop_bag.gd +++ b/scene/ux/bag/prop_bag.gd @@ -8,7 +8,7 @@ extends CanvasLayer func _ready(): layer = GlobalConfig.CANVAS_LAYER_UX_PANEL - SceneManager.toggle_pause_counter(true) + SceneManager.toggle_pause_counter(true, "bag") _load_item_buttons() # fisplay first item var hud = SceneManager.get_prop_hud() @@ -76,5 +76,5 @@ func _unhandled_input(event: InputEvent) -> void: func quit() -> void: - SceneManager.toggle_pause_counter(false) + SceneManager.toggle_pause_counter(false, "bag") queue_free() diff --git a/scene/ux/memory/memory.gd b/scene/ux/memory/memory.gd index 72b7c8ae..5fa4a1eb 100644 --- a/scene/ux/memory/memory.gd +++ b/scene/ux/memory/memory.gd @@ -3,7 +3,7 @@ class_name Memory extends CanvasLayer func _ready() -> void: layer = GlobalConfig.CANVAS_LAYER_UX_PANEL - SceneManager.toggle_pause_counter(true) + SceneManager.toggle_pause_counter(true, "memory") update_display() @@ -19,7 +19,7 @@ func _unhandled_input(event: InputEvent) -> void: func quit() -> void: - SceneManager.toggle_pause_counter(false) + SceneManager.toggle_pause_counter(false, "memory") queue_free() diff --git a/scene/ux/note/ux_note.gd b/scene/ux/note/ux_note.gd index c2276075..10cccd81 100644 --- a/scene/ux/note/ux_note.gd +++ b/scene/ux/note/ux_note.gd @@ -3,7 +3,7 @@ extends CanvasLayer func _ready() -> void: layer = GlobalConfig.CANVAS_LAYER_UX_PANEL - SceneManager.toggle_pause_counter(true) + SceneManager.toggle_pause_counter(true, "note") func _unhandled_input(event: InputEvent) -> void: @@ -18,5 +18,5 @@ func _unhandled_input(event: InputEvent) -> void: func quit() -> void: - SceneManager.toggle_pause_counter(false) + SceneManager.toggle_pause_counter(false, "note") queue_free() diff --git a/scene/ux/panel/ux_panel.gd b/scene/ux/panel/ux_panel.gd index 0ad34a9a..1530c9cf 100644 --- a/scene/ux/panel/ux_panel.gd +++ b/scene/ux/panel/ux_panel.gd @@ -11,7 +11,7 @@ extends CanvasLayer func _ready() -> void: $SfxOpen.play() layer = GlobalConfig.CANVAS_LAYER_UX_PANEL - SceneManager.toggle_pause_counter(true) + SceneManager.toggle_pause_counter(true, "panel") continue_btn.pressed.connect(_continue) note_btn.pressed.connect(SceneManager.show_note) settings_btn.pressed.connect(SceneManager.show_settings) @@ -27,7 +27,7 @@ func _quit_game() -> void: func _continue(): $SfxClose.global_play() - SceneManager.toggle_pause_counter(false) + SceneManager.toggle_pause_counter(false, "panel") queue_free()