增加pause_counter_arr、sign interact/cancel、各类entity等日志记录点

This commit is contained in:
cakipaul 2025-07-11 23:33:43 +08:00
parent 3b1822810f
commit a29f0fca79
15 changed files with 47 additions and 55 deletions

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@ -332,7 +332,9 @@ func _jump_back_to_index_and_quit_main() -> void:
await get_tree().process_frame await get_tree().process_frame
get_tree().change_scene_to_packed(packed_index_page) get_tree().change_scene_to_packed(packed_index_page)
# 防止游戏卡死 reset pause counter # 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 get_tree().paused = false
@ -344,7 +346,9 @@ func enter_main_scene() -> void:
await get_tree().process_frame await get_tree().process_frame
get_tree().change_scene_to_packed.call_deferred(main_scene) get_tree().change_scene_to_packed.call_deferred(main_scene)
# get_tree().change_scene_to_file.call_deferred("uid://dygvcmykn02n8") # 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 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 #### 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() 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) # 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_mutex.lock()
pause_counter += 1 if plus else -1 if plus:
print("SceneTree pause_counter: ", pause_counter) pause_counter_arr.append(from)
get_tree().paused = pause_counter > 0 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() pause_counter_mutex.unlock()

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@ -279,7 +279,6 @@ 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 # 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: 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 # reset status to idle or stay
velocity = Vector2.ZERO velocity = Vector2.ZERO
@ -372,8 +371,7 @@ func walk_to_x(global_pos_x: float) -> Tween:
func walk_to(global_pos: Vector2) -> Tween: func walk_to(global_pos: Vector2) -> Tween:
var tween = create_tween() var tween = create_tween()
velocity = Vector2.ZERO velocity = Vector2.ZERO
if GlobalConfig.DEBUG: print("player walk_to:", global_pos, " from:", global_position)
print("walk_to:", global_pos, " from:", global_position)
# 不同距离下,行走时长略做自适应 # 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) var time_cost = absf(global_pos.distance_to(global_position) / 50.0)
# 忽略过小的位移 # 忽略过小的位移
@ -406,8 +404,7 @@ func toggle_pause_state(pause := true) -> void:
func _after_walk_to() -> void: func _after_walk_to() -> void:
current_status = PlayerAnimationConfig.MOVEMENT_IDLE current_status = PlayerAnimationConfig.MOVEMENT_IDLE
_play_animation() _play_animation()
if GlobalConfig.DEBUG: print("player walk_to end. unlock player")
print("walk_to end. unlock player")
SceneManager.unlock_player() SceneManager.unlock_player()

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@ -206,7 +206,7 @@ func apply_dialogue_line() -> void:
if audio_stream_player.playing: if audio_stream_player.playing:
audio_stream_player.stop() audio_stream_player.stop()
if GlobalConfig.DEBUG: 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: # if dialogue_label.is_typing:
# await dialogue_label.finished_typing # await dialogue_label.finished_typing

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@ -33,7 +33,7 @@ func display() -> void:
if current_child.has_signal("exit"): if current_child.has_signal("exit"):
current_child.connect("exit", _exit) current_child.connect("exit", _exit)
elif GlobalConfig.DEBUG: 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): func _exit(arg = null):

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@ -121,8 +121,7 @@ func _interacted():
else: else:
SceneManager.enable_prop_item(prop_key) SceneManager.enable_prop_item(prop_key)
triggered.emit() triggered.emit()
if GlobalConfig.DEBUG: print("pickable triggered! prop_key=", prop_key, ",as_important_item=", as_important_item)
print("pickable triggered! name=", name)
_check_display() _check_display()

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@ -95,7 +95,6 @@ func _ready() -> void:
ground_archive = ArchiveManager.archive.ground_archive() ground_archive = ArchiveManager.archive.ground_archive()
icount = ground_archive.get_value(name, "icount", 0) icount = ground_archive.get_value(name, "icount", 0)
status = ground_archive.get_value(name, "status", status) 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() _check_sign_mark_and_texture()
area2d.body_entered.connect(_reset) area2d.body_entered.connect(_reset)
@ -198,8 +197,7 @@ func _on_interacted() -> void:
before_pre_transport_wait.emit() before_pre_transport_wait.emit()
if pre_transport_wait_time > 0.0: if pre_transport_wait_time > 0.0:
await get_tree().create_timer(pre_transport_wait_time).timeout await get_tree().create_timer(pre_transport_wait_time).timeout
if GlobalConfig.DEBUG: prints("[portal] transition to scene:", target_scene, target_portal, "immediately=", immediately)
print("传送前往", target_scene, target_portal, " immediately=", immediately)
var ground_loader = SceneManager.get_ground_loader() as GroundLoader var ground_loader = SceneManager.get_ground_loader() as GroundLoader
if ground_loader: if ground_loader:
if immediately: if immediately:

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@ -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 # 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 # 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 # touching 状态改变时就要擦除
static var _touching_sign_arr: Array[NodePath] = [] 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 # 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
@ -228,7 +225,6 @@ func _unhandled_input(event: InputEvent) -> void:
if activated: if activated:
if event.is_action_pressed("interact"): if event.is_action_pressed("interact"):
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
if GlobalConfig.DEBUG:
print("Sign interacted:", get_parent().name) print("Sign interacted:", get_parent().name)
interacted.emit() interacted.emit()
if is_inside_tree(): if is_inside_tree():
@ -238,7 +234,6 @@ func _unhandled_input(event: InputEvent) -> void:
grab_focus() grab_focus()
elif event.is_action_pressed("cancel"): elif event.is_action_pressed("cancel"):
get_viewport().set_input_as_handled() get_viewport().set_input_as_handled()
if GlobalConfig.DEBUG:
print("Sign cancel:", get_parent().name) print("Sign cancel:", get_parent().name)
cancel.emit() cancel.emit()
release_focus() release_focus()

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@ -180,8 +180,7 @@ func move_player_to_portal(portal_name: String) -> void:
elif portal_name == "right": elif portal_name == "right":
mov_player.set_facing_direction(Vector2.LEFT) mov_player.set_facing_direction(Vector2.LEFT)
reset_player_y() reset_player_y()
if GlobalConfig.DEBUG: print("[ground] move player to portal:", portal_name, portal_node.global_position)
print("move player to portal:", portal_name, portal_node.global_position)
elif mov_player: elif mov_player:
printerr(scene_name, " portal not found: ", node_path) printerr(scene_name, " portal not found: ", node_path)
else: else:

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@ -122,7 +122,6 @@ 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 # 先发送,再暂停,允许 sfx 等节点执行 ease out
SceneManager.ground_transition_pre_paused.emit() SceneManager.ground_transition_pre_paused.emit()
ground.process_mode = Node.PROCESS_MODE_DISABLED ground.process_mode = Node.PROCESS_MODE_DISABLED
if GlobalConfig.DEBUG:
# print reenter lock status # print reenter lock status
print("GroundLoader transition_to_scene: reenter lock status: ", ground.reenter_lock) print("GroundLoader transition_to_scene: reenter lock status: ", ground.reenter_lock)
var scene_path = GROUND_SCENE_PATH_DICT.get(scene_name) var scene_path = GROUND_SCENE_PATH_DICT.get(scene_name)
@ -208,14 +207,13 @@ func _add_ground():
else: else:
# move player to portal # move player to portal
ground.move_player_to_portal(entrance_portal) ground.move_player_to_portal(entrance_portal)
if GlobalConfig.DEBUG: add_child(ground)
print( print(
"GroundLoader add_ground finished:", "GroundLoader add_ground finished:",
ground.scene_name, ground.scene_name,
" player.pos=", " player.pos=",
ground.get_player().global_position ground.get_player().global_position
) )
add_child(ground)
# ready 后,再整体重置 camera 位置 # ready 后,再整体重置 camera 位置
if not Engine.is_editor_hint(): if not Engine.is_editor_hint():
ground.get_camera().reset_position_immediately() ground.get_camera().reset_position_immediately()

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@ -11,7 +11,6 @@ extends Control
func _ready(): func _ready():
if GlobalConfig.DEBUG:
print("Index Page Ready") print("Index Page Ready")
newgame_btn.pressed.connect(_on_newgame_pressed) newgame_btn.pressed.connect(_on_newgame_pressed)
resume_btn.pressed.connect(_on_resume_pressed) resume_btn.pressed.connect(_on_resume_pressed)
@ -37,8 +36,7 @@ func _on_newgame_pressed():
func _on_resume_pressed(): func _on_resume_pressed():
sfx_click.global_play() sfx_click.global_play()
# 继续一号存档 # 继续一号存档
if GlobalConfig.DEBUG: print("Resume Game")
print("Resume")
if ArchiveManager.archives.has(1): if ArchiveManager.archives.has(1):
# 设置 current_selected_archive_id 后,存档会自动加载 # 设置 current_selected_archive_id 后,存档会自动加载
GlobalConfigManager.config.current_selected_archive_id = 1 GlobalConfigManager.config.current_selected_archive_id = 1

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@ -91,7 +91,7 @@ func _ready():
# navigation # navigation
return_btn.pressed.connect(_on_return_btn_pressed) return_btn.pressed.connect(_on_return_btn_pressed)
return_btn.grab_focus() return_btn.grab_focus()
SceneManager.toggle_pause_counter(true) SceneManager.toggle_pause_counter(true, "settings")
# open # open
$"Sfx打开".play() $"Sfx打开".play()
# # resize # # resize
@ -192,5 +192,5 @@ func _unhandled_key_input(event: InputEvent) -> void:
func exit_settings() -> void: func exit_settings() -> void:
$"Sfx关闭".global_play() $"Sfx关闭".global_play()
SceneManager.toggle_pause_counter(false) SceneManager.toggle_pause_counter(false, "settings")
queue_free() queue_free()

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@ -8,7 +8,7 @@ extends CanvasLayer
func _ready(): func _ready():
layer = GlobalConfig.CANVAS_LAYER_UX_PANEL layer = GlobalConfig.CANVAS_LAYER_UX_PANEL
SceneManager.toggle_pause_counter(true) SceneManager.toggle_pause_counter(true, "bag")
_load_item_buttons() _load_item_buttons()
# fisplay first item # fisplay first item
var hud = SceneManager.get_prop_hud() var hud = SceneManager.get_prop_hud()
@ -76,5 +76,5 @@ func _unhandled_input(event: InputEvent) -> void:
func quit() -> void: func quit() -> void:
SceneManager.toggle_pause_counter(false) SceneManager.toggle_pause_counter(false, "bag")
queue_free() queue_free()

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@ -3,7 +3,7 @@ class_name Memory extends CanvasLayer
func _ready() -> void: func _ready() -> void:
layer = GlobalConfig.CANVAS_LAYER_UX_PANEL layer = GlobalConfig.CANVAS_LAYER_UX_PANEL
SceneManager.toggle_pause_counter(true) SceneManager.toggle_pause_counter(true, "memory")
update_display() update_display()
@ -19,7 +19,7 @@ func _unhandled_input(event: InputEvent) -> void:
func quit() -> void: func quit() -> void:
SceneManager.toggle_pause_counter(false) SceneManager.toggle_pause_counter(false, "memory")
queue_free() queue_free()

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@ -3,7 +3,7 @@ extends CanvasLayer
func _ready() -> void: func _ready() -> void:
layer = GlobalConfig.CANVAS_LAYER_UX_PANEL layer = GlobalConfig.CANVAS_LAYER_UX_PANEL
SceneManager.toggle_pause_counter(true) SceneManager.toggle_pause_counter(true, "note")
func _unhandled_input(event: InputEvent) -> void: func _unhandled_input(event: InputEvent) -> void:
@ -18,5 +18,5 @@ func _unhandled_input(event: InputEvent) -> void:
func quit() -> void: func quit() -> void:
SceneManager.toggle_pause_counter(false) SceneManager.toggle_pause_counter(false, "note")
queue_free() queue_free()

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@ -11,7 +11,7 @@ extends CanvasLayer
func _ready() -> void: func _ready() -> void:
$SfxOpen.play() $SfxOpen.play()
layer = GlobalConfig.CANVAS_LAYER_UX_PANEL layer = GlobalConfig.CANVAS_LAYER_UX_PANEL
SceneManager.toggle_pause_counter(true) SceneManager.toggle_pause_counter(true, "panel")
continue_btn.pressed.connect(_continue) continue_btn.pressed.connect(_continue)
note_btn.pressed.connect(SceneManager.show_note) note_btn.pressed.connect(SceneManager.show_note)
settings_btn.pressed.connect(SceneManager.show_settings) settings_btn.pressed.connect(SceneManager.show_settings)
@ -27,7 +27,7 @@ func _quit_game() -> void:
func _continue(): func _continue():
$SfxClose.global_play() $SfxClose.global_play()
SceneManager.toggle_pause_counter(false) SceneManager.toggle_pause_counter(false, "panel")
queue_free() queue_free()