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Author SHA1 Message Date
4a4549f29c 胖子游戏与结束演出调整 2025-08-06 23:54:49 +08:00
966ee0a368 Merge remote-tracking branch 'origin/demo' 2025-08-06 20:54:08 +08:00
f0fb0a1e4b 第二章优化 2025-08-06 20:53:49 +08:00
30b581fbd5 调整高光效果 2025-08-06 18:22:58 +08:00
c14c807f6f Merge remote-tracking branch 'origin/demo' 2025-08-06 18:10:10 +08:00
114f63a95b Merge remote-tracking branch 'origin/demo' 2025-08-06 18:02:13 +08:00
016e309ae1 Merge remote-tracking branch 'origin/demo' 2025-08-06 17:48:38 +08:00
9a8c5e85f5 Merge remote-tracking branch 'origin/demo' 2025-08-06 17:16:29 +08:00
7d18a59809 第二章部分文本更新 2025-08-06 16:26:00 +08:00
330e8cdb4d Merge remote-tracking branch 'origin/demo' 2025-08-06 16:05:33 +08:00
7925572eef Merge remote-tracking branch 'origin/demo' 2025-08-06 15:03:10 +08:00
0b2eddb445 更新打麻将配音的麻将效果 2025-08-06 14:20:32 +08:00
57f5392682 Merge remote-tracking branch 'origin/demo' 2025-08-06 13:59:06 +08:00
414828d061 Merge remote-tracking branch 'origin/demo' 2025-08-06 02:06:28 +08:00
6aca3bbac1 Merge remote-tracking branch 'origin/demo' 2025-08-06 02:06:21 +08:00
bbd_pc
4e9a5b8ef3 hotfix 2025-08-06 01:37:15 +08:00
f1450a8a6c 胖子游戏吃肉 2025-08-05 23:07:35 +08:00
e4176f4e24 屠宰间胖子游戏结束时衔接演出 2025-08-05 22:33:14 +08:00
e7a520d666 Merge remote-tracking branch 'origin/demo' 2025-08-05 21:40:47 +08:00
76a544eec1 更新第二章配音资源 2025-08-05 21:14:04 +08:00
df47ccd56b 完善第二章全流程 2025-08-05 17:38:56 +08:00
b38692ed58 院子排队优化 2025-08-05 00:24:58 +08:00
4c71cb01ca 棺材怪机制优化 2025-08-05 00:01:54 +08:00
87d999a809 Merge remote-tracking branch 'origin/demo' 2025-08-04 16:36:55 +08:00
e79786dc23 棺材怪出场演出;胖子拖小蝉演出 2025-08-01 15:40:50 +08:00
d634d7a0b2 Merge remote-tracking branch 'origin/demo' 2025-08-01 15:08:11 +08:00
e36c8671e2 胖子游戏怪物砍刀 2025-08-01 02:18:51 +08:00
3bed2fc3a4 胖子游戏棺材怪 2025-08-01 00:13:58 +08:00
78e87f35bc 胖子游戏基本流程 2025-07-31 05:24:11 +08:00
ea27b36e02 Merge remote-tracking branch 'origin/demo' 2025-07-31 05:07:38 +08:00
8c97510712 棺材怪演出 2025-07-31 04:48:16 +08:00
15bca41f12 Merge remote-tracking branch 'origin/demo' 2025-07-31 04:27:25 +08:00
e9ead8a781 Merge remote-tracking branch 'origin/demo' 2025-07-31 04:20:43 +08:00
377792c376 Merge remote-tracking branch 'origin/demo' 2025-07-31 04:16:39 +08:00
e829c28660 Merge remote-tracking branch 'origin/demo' 2025-07-31 04:01:02 +08:00
408757cd01 Merge remote-tracking branch 'origin/demo' 2025-07-31 01:27:15 +08:00
d01a58bb31 囚室与肉铺流程 2025-07-31 00:43:27 +08:00
87963405d4 第二章流程更新 2025-07-30 22:57:38 +08:00
3fb660dd1f Merge remote-tracking branch 'origin/demo' 2025-07-30 22:41:34 +08:00
e68f1e1f05 Merge remote-tracking branch 'origin/demo' 2025-07-30 21:24:25 +08:00
1e90edab2a Merge remote-tracking branch 'origin/demo' 2025-07-30 21:09:51 +08:00
bf9ca04975 Merge remote-tracking branch 'origin/demo' 2025-07-30 21:06:45 +08:00
9e4d3349a8 Merge remote-tracking branch 'origin/demo' 2025-07-30 20:05:30 +08:00
0e1007fd49 Merge remote-tracking branch 'origin/demo' 2025-07-30 19:15:41 +08:00
8a539c4c5e Merge remote-tracking branch 'origin/demo' 2025-07-30 18:58:18 +08:00
1ed9743c5c Merge remote-tracking branch 'origin/demo' 2025-07-30 18:20:50 +08:00
2e1f88359b 第二章胖子游戏动画优化 2025-07-29 22:14:54 +08:00
a164b27bd6 Merge remote-tracking branch 'origin/demo' 2025-07-29 16:44:54 +08:00
4d5ceaadc9 Merge remote-tracking branch 'origin/demo' 2025-07-29 16:18:29 +08:00
bfd510039d Merge remote-tracking branch 'origin/demo' 2025-07-29 16:13:38 +08:00
b56d251f72 第二章绞肉机到结尾演出 2025-07-29 15:41:00 +08:00
d3f4e57a98 第二章结局特写素材 2025-07-28 22:15:57 +08:00
25d1a9e2d7 Merge remote-tracking branch 'origin/demo' 2025-07-28 19:48:08 +08:00
4519581dfd 第二章结局特写素材;胖子故事流程梳理 2025-07-28 19:40:35 +08:00
30ee263e90 绞肉机演出流程;第二章结尾井边演出;胖子游戏;李癞房间柜子 2025-07-28 01:37:38 +08:00
132adcc343 Merge remote-tracking branch 'origin/demo' 2025-07-27 23:35:05 +08:00
5e5c52e6ae Merge remote-tracking branch 'origin/demo' 2025-07-27 14:53:38 +08:00
9697044e62 胖子游戏与第二章结局素材;场景粗铺设 2025-07-27 14:53:36 +08:00
b08ea96b79 胖子游戏 gif 文件整理 2025-07-25 21:38:04 +08:00
e25c66ffee 胖子游戏资产 2025-07-25 21:25:15 +08:00
e5fba190f9 Merge remote-tracking branch 'origin/demo' 2025-07-25 17:23:05 +08:00
5be1b6cb97 update sfx2d tool button 2025-07-25 17:19:09 +08:00
aa4a0ffd54 打麻将出千游戏高亮提示 2025-07-25 15:13:09 +08:00
832bd08443 棺材房棺材交互;第二章整体流程更新 2025-07-24 23:44:36 +08:00
533e373e6d Merge remote-tracking branch 'origin/demo' 2025-07-24 21:28:59 +08:00
c8fa757d28 Merge remote-tracking branch 'origin/demo' 2025-07-24 18:17:00 +08:00
b3cdeab737 Merge remote-tracking branch 'origin/demo' 2025-07-24 18:11:06 +08:00
b61fd111ee Merge remote-tracking branch 'origin/demo' 2025-07-24 18:07:06 +08:00
4d0b174266 Merge remote-tracking branch 'origin/demo' 2025-07-24 17:29:24 +08:00
ea85f8d739 完成囚室门锁 2025-07-24 17:28:41 +08:00
b9c051cef2 Merge remote-tracking branch 'origin/demo' 2025-07-24 16:04:39 +08:00
a6b9012933 胖子房间墙洞拿东西被打晕 2025-07-24 14:41:25 +08:00
4bfe4e6da0 完善李氏纸人交互 2025-07-24 13:39:52 +08:00
eb4a1eed6a Merge remote-tracking branch 'origin/demo' 2025-07-23 22:10:24 +08:00
65f0cad19b 获得浆糊演出;药车演出 2025-07-23 21:48:47 +08:00
e83482ec6d 完善抓药游戏 2025-07-23 17:28:39 +08:00
ae702123bd 药车游戏;囚室鱼眼镜头 2025-07-22 19:59:08 +08:00
7fe990729c Merge remote-tracking branch 'origin/demo' 2025-07-22 14:10:40 +08:00
19f5f2683e Merge remote-tracking branch 'origin/demo' 2025-07-22 00:49:03 +08:00
c6e5942409 update 2025-07-22 00:48:33 +08:00
9b078d1a49 Merge remote-tracking branch 'origin/demo' 2025-07-22 00:11:47 +08:00
00aa9a1eeb 更新音效 2025-07-21 18:51:08 +08:00
56822c009c Merge remote-tracking branch 'origin/demo' 2025-07-21 18:21:53 +08:00
40d2850f14 update 2025-07-21 18:21:52 +08:00
c2440b5272 Merge remote-tracking branch 'origin/demo' 2025-07-21 17:56:17 +08:00
e97a70faac Merge remote-tracking branch 'origin/demo' 2025-07-21 17:33:07 +08:00
b42f6e510e Merge remote-tracking branch 'origin/demo' 2025-07-21 17:25:21 +08:00
b0ba970651 merge 2025-07-21 17:23:53 +08:00
ab5b7ecf4f Merge remote-tracking branch 'origin/demo' 2025-07-20 20:13:12 +08:00
cce0a02fb8 Merge remote-tracking branch 'origin/demo' 2025-07-17 20:52:00 +08:00
658fd923d5 Merge remote-tracking branch 'origin/demo' 2025-07-17 16:53:49 +08:00
4d4ab68f70 Merge remote-tracking branch 'origin/demo' 2025-07-17 16:49:13 +08:00
644d8bcc39 理发店演出优化 2025-07-17 16:48:40 +08:00
72f00c821f 理发店癞子理发演出 2025-07-17 05:44:00 +08:00
b4d34bccb2 更新 readme 代码说明 2025-07-17 00:27:43 +08:00
571c6ab74c index 无需章节入口(已有存档管理器) 2025-07-17 00:02:25 +08:00
850900ad5f Merge remote-tracking branch 'origin/demo' 2025-07-17 00:01:33 +08:00
2f431cff52 Merge remote-tracking branch 'origin/demo' 2025-07-16 23:26:58 +08:00
87da4d2e73 Merge remote-tracking branch 'origin/demo' 2025-07-16 20:02:01 +08:00
c720a78161 Merge remote-tracking branch 'origin/demo' 2025-07-16 18:12:56 +08:00
7f8136784f Merge remote-tracking branch 'origin/demo' 2025-07-16 17:30:13 +08:00
f2c2af8c57 第二章部分进度 2025-07-16 17:20:45 +08:00
96e6590a86 Merge remote-tracking branch 'origin/demo' 2025-07-16 04:11:49 +08:00
f1d6a6c4fd 瞎子卧室小小小蝶与瞎子对话&灰姑出现 2025-07-16 03:57:51 +08:00
34489d1326 Merge remote-tracking branch 'origin/demo' 2025-07-16 01:53:24 +08:00
63bacec2fa Merge remote-tracking branch 'origin/demo' 2025-07-15 20:12:13 +08:00
e3640cf715 Merge remote-tracking branch 'origin/demo' 2025-07-15 19:45:49 +08:00
fc126995b0 close up _holding_cancel_before_exit; 第二章 update 2025-07-15 19:44:55 +08:00
aedf7d3896 ambush 参数:enter_affected_by_visibility 2025-07-15 16:05:10 +08:00
cb52aed2ed 胖子卧室:吕萍拉大柜子; 2025-07-15 15:43:39 +08:00
28b067c4f6 event_manager formula_dict 解析与运行功能 2025-07-15 15:19:03 +08:00
9ca51cde97 Merge remote-tracking branch 'origin/demo' 2025-07-15 15:12:17 +08:00
e2dcdb0512 Merge remote-tracking branch 'origin/demo' 2025-07-15 15:00:32 +08:00
8c91477f21 瞎子理发店:癞子剪辫子特写 2025-07-15 13:04:45 +08:00
ad763a56e6 胖子卧室柜子&洞 2025-07-15 00:43:57 +08:00
7a9d6868b0 铺设瞎子卧室流程 2025-07-14 23:16:32 +08:00
958789fade 鬼母子游戏道具 2025-07-14 22:23:21 +08:00
3297219149 Merge remote-tracking branch 'origin/demo' 2025-07-14 20:12:55 +08:00
4309ce1f26 Merge remote-tracking branch 'origin/demo' 2025-07-14 18:50:06 +08:00
80ad0b18db hover light click area 2025-07-14 18:50:05 +08:00
97e7f080ba 更新第二章美术资产 2025-07-14 18:25:15 +08:00
54ed0738d3 archive version = 6 2025-07-14 18:08:09 +08:00
b232d013ff Merge remote-tracking branch 'origin/demo' 2025-07-14 18:03:28 +08:00
d204e8f894 Merge remote-tracking branch 'origin/demo' 2025-07-14 12:44:15 +08:00
434bb7b509 merge hotfix 2025-07-13 21:45:57 +08:00
b052e0ab15 Merge remote-tracking branch 'origin/demo' 2025-07-13 17:14:51 +08:00
37b22f42ef 第二章场景细节调整 2025-07-13 17:09:49 +08:00
8185e85464 Merge remote-tracking branch 'origin/demo' 2025-07-11 23:39:10 +08:00
20b9a497de Merge remote-tracking branch 'origin/demo' 2025-07-11 17:41:25 +08:00
01a0cf5f1c 主播模式 GeneralSprite2D 2025-07-11 03:54:48 +08:00
1ff41d38e0 Merge remote-tracking branch 'origin/demo' 2025-07-11 03:42:27 +08:00
c1362ebc06 优化 release_stage 加载机制 2025-07-11 03:30:35 +08:00
e546aa2d95 Merge remote-tracking branch 'origin/demo' 2025-07-11 03:16:25 +08:00
1107a22eb5 RELEASE_STAGE=1 2025-07-11 03:16:22 +08:00
ded142aba2 Merge remote-tracking branch 'origin/demo' 2025-07-11 02:43:24 +08:00
4785e0d9a8 Merge remote-tracking branch 'origin/demo' 2025-07-11 02:08:30 +08:00
aff4d53e76 streamer_mode; index 页面多存档功能 2025-07-11 02:08:27 +08:00
f15e955dec Merge remote-tracking branch 'origin/demo' 2025-07-11 01:43:14 +08:00
488849bae9 Merge remote-tracking branch 'origin/demo' 2025-07-11 01:30:37 +08:00
30318b619c 打麻将游戏遮罩 2025-07-11 00:44:12 +08:00
b6f86bfdc5 Merge remote-tracking branch 'origin/demo' 2025-07-11 00:29:51 +08:00
23a0391046 完善打麻将游戏 2025-07-11 00:29:46 +08:00
7d345caad1 Merge remote-tracking branch 'origin/demo' 2025-07-10 23:24:46 +08:00
fc7c6555f6 Merge remote-tracking branch 'origin/demo' 2025-07-10 18:05:57 +08:00
0cbbfacf8c update 2025-07-10 18:05:54 +08:00
d621728c26 整理麻将&打麻将游戏 2025-07-10 17:13:31 +08:00
82e560e089 Merge branch 'demo' 2025-07-10 13:26:41 +08:00
1ea54de450 优化 npc 吸附后的 speaking 状态机问题;单一app启动 2025-07-10 13:25:56 +08:00
a1881632ac 微调细节 2025-07-10 12:56:32 +08:00
29f8da09fa 打麻将游戏素材 2025-07-10 03:00:51 +08:00
1c4be366ef Merge branch 'demo' 2025-07-10 02:44:50 +08:00
8b0795c7cc 抓药游戏入口 closeup 2025-07-10 00:11:39 +08:00
6a37b02f50 整理麻将小游戏 2025-07-10 00:07:36 +08:00
84c48c20d6 Merge branch 'demo' 2025-07-09 23:18:45 +08:00
1dd6d4fe83 麻将游戏粗流程 2025-07-09 23:04:08 +08:00
72b5036026 Merge branch 'demo' 2025-07-09 21:14:08 +08:00
1f86933a31 Merge branch 'demo' 2025-07-09 21:13:38 +08:00
68efd980d2 鬼母子游戏;第二章道具 2025-07-09 20:39:43 +08:00
3ea261a32a Merge branch 'demo' 2025-07-09 18:57:34 +08:00
e6bbef09bc draggable 优化;铺设理发店流程(鬼母子神、照镜子) 2025-07-09 18:22:38 +08:00
9fe9fac76e Merge branch 'demo' 2025-07-09 12:56:50 +08:00
664c8b2138 Merge branch 'demo' 2025-07-09 12:47:14 +08:00
546fcda3ec Merge branch 'demo' 2025-07-08 15:14:59 +08:00
510550b4a4 完善 event 的 memo 机制,从 event_stage.dialogue 配置 stages 名,使用自定义 inspector 显示 stages 并关联 tooltip 2025-07-07 23:59:22 +08:00
6e093d3bfc Merge branch 'demo' 2025-07-07 20:03:14 +08:00
4ee0350dfd event 节点 memo 优化 2025-07-07 19:01:12 +08:00
d391aa9ac9 Merge branch 'demo' 2025-07-07 11:21:52 +08:00
2a47388dd5 Merge branch 'demo' 2025-07-06 23:35:42 +08:00
3fac160a99 流程铺设:第二章瞎子卧室 2025-07-06 20:44:06 +08:00
93c27074db 第二章动画帧;区分demo内容;偷听陆仁小蝶对话 2025-07-06 15:12:11 +08:00
3fd4cca53d Merge branch 'demo' 2025-07-06 13:56:44 +08:00
7c0e697527 Merge branch 'demo' 2025-07-06 13:42:37 +08:00
ee02038439 Merge branch 'demo' 2025-07-06 04:13:06 +08:00
2f866b2db0 Merge branch 'demo' 2025-07-05 22:53:20 +08:00
3b7496d12e 第二章:批量配置场景美术资源 2025-07-05 22:45:51 +08:00
2608 changed files with 51170 additions and 1867 deletions

View File

@ -47,6 +47,35 @@ GroundLoader 加载/切换 Ground 时,分为上下两段转场:
- 盒子猫游戏中的 canvas layer
- 一些 npc、player 大运行脚本会被中断。如果想让它们仍旧运行,需设置为 pausable。
### Dialogue 文件功用说明
1. npc.dialogue
1. 场景中 NPC 角色的对白,伴随悬浮气泡(。。。)
2. 【绑定配音】ID 对应 asset/audio/peiyin 文件夹下的文件
2. inspect_content.dialogue
1. 场景内镜头拉近观察的物品文案,如公寓过道海报,寻人启事海报
2. 部分内容较多/涉及换行的文本(如 Closeup 中文本)也在其中,如保卫科花名册
3. item_description.dialogue该文件最复杂包含以下功能
1. ~ UI
1. UI 文字,如游戏入口菜单、设置、背包
2. 屏幕居中的文本提示,如「按 E 可与场景互动」
2. ~ PropItems
1. 包含「道具」+「道具描述」
1. 道具 ID 格式「prop_火柴」
2. 道具说明 ID 格式「prop_火柴_说明」
2. 道具包含:`[#texture=xxx]`(道具 hud 小图) 与 `[#inspect=xxx]`(全屏特写大图,若不配置则使用 texture 中的配置)
3. ~ ImportantPropItems重要物品格式与 PropItems 相同
4. ~ HoldingReason锁定门的原因暂时不允许玩家出门
5. ~ Memory回忆中的条目名
6. ~ Notes_c01 到 ~ Notes_c06
1. 场景内交互物品的气泡文字(玩家交互场景物品时显示的文字)
2. 玩家自言自语时的气泡文字(程序控制显示时机)
4. event_stage.dialogue程序内部专用无需关注
5. c01、c02...c06.dialogue
1. 序章、第一章、...第四章、结尾的对白
2. 【绑定配音】ID 对应 asset/audio/peiyin 文件夹下的文件
3. 说明:包含配音的对白,要么在 npc 中,要么在 c01-c06 中,区别在于是否在场景中关联到 NPC 互动
### Ground 说明
@ -68,7 +97,7 @@ GroundLoader 加载/切换 Ground 时,分为上下两段转场:
1. ambient光照
2. general音效等
3. partical粒子效果
4. ux用户交互
4. ux用户交互相关
主要类型说明:
@ -77,17 +106,37 @@ GroundLoader 加载/切换 Ground 时,分为上下两段转场:
2. 可配置触发方式enter, area_enter, interact
3. 可在场景加载时触发
4. 触发效果有播放对话期间锁定玩家播放动画回调方法AnimationPlayer 的方法注意“_”开头的方法会被忽略
2. inspectable可在检阅窗口进行审视的物品可以附加文案
2. 【已废弃】inspectable可在检阅窗口进行审视的物品可以附加文案
3. local_inspectable运镜+检阅,无需检阅窗口
4. note显示文案
1. 显示方式os玩家头顶气泡ballon下方字幕可播放配音
5. npc
1. hook/unhook speaking控制 NPC 在玩家未交互时显示对话气泡,配合触发播放 Dialogue 的情景enable==false时也可生效
6. portal传送门
1. 名称有: left默认, right默认, 1, 2, 3, ...
1. 名称有: left默认, right默认, 1, 2, 3, ... 其中 left/right 在玩家进入时会改变朝向left 进入时朝右right 进入时朝左)
2. 关键参数targer_scene 与 target_portaltarget_portal 为 none 时不启用)
3. 三种模式default通道opened打开的门locked锁定的门对应不同图标与操作音效
4. 锁定的门可以配置启用钥匙prop_key可在使用后自动消耗该钥匙
7. pickable: 可用于拾取道具可作为重要物品as_important_prop
8. closeup: 可配置内部 PackedScenedisplay 在 child 下
1. 可设置是否 exit_on_cancel
2. 读取并连接 PackedScene 的 exit 信号PackedScene exit 可传递参数(可选)
特殊 UX 类型:
1. 刮刮乐:可以按进度刮开其中内容
2. Sign Snapper 拉动机制:
1. 自动锁定玩家操作,调用 walk_to 指定位置
2. 自动优化范围:忽略小范围移动以防抽动,最低活动距离
3. Draggable (目录: scene/little_game/general/)
1. hover 时 sprite 自动描白边(需配置子节点 CollisionShape
2. pick & drag & drop
3. drag 活动范围
4. 可启用 as_button 效果picked signal
4. wheel: 检测鼠标按住后,围绕中心旋转操作
5. HoverLightClickArea
1. hover 时高亮(需配置子节点 PointLight 与 CollisionShape
### AimationPlayer Tool Button 说明
#### 存档 Tool Button
@ -122,6 +171,24 @@ func _parse_node(ground_node, node:Node, existing_vars:Dictionary, code_lines:Pa
## 线索笔记说明
1. Aseprite 中编辑 slice 区域,配置区域名: c02_slices.ase
2. aseprite_slice_to_atlas.tscn 自动生成切图
3. 在 ux_note.tscn 中使用切图
4. 多语言本地化使用 c02_slices.ase 的不同图层导出,如 c02_slices.png 与 c02_slices_en.png
## Event 系统说明
1. 事件阶段管理event_stage.dialogue
2. 事件绑定EventBinder
- 通过事件阶段,控制父节点的显示/启用状态
- 订阅父节点交互 signal ,更新事件阶段
3. 复杂事件集合Event2D
- 自动生成并绑定脚本,用脚本更灵活地控制子节点状态
- 配合 ProAnimatedSprite 节点,可在编辑器直接预览小动画
4. memo 备忘系统:
- 自动读取 event_stage.dialogue 的信息,写入到 EventBinder/Event2D 的 memo 中
- EventBinder/Event2D 的阶段 Checkbox 的 tooltip 提示文本可以看到序号所对应的阶段名
## 存档结构
@ -152,9 +219,6 @@ current_scene 是通过 GroundLoader 加载的,在 ground loader 加载 ground
- PropHud 切换与点击展示
- 左键点击展开 Hud
- 右键点击检阅道具
- SignSnapper 拉动机制
- 自动锁定玩家操作,调用 walk_to 指定位置
- 自动优化范围:忽略小范围移动以防抽动,最低活动距离
- ReenterLock 机制
- 可重入锁
- Editor 中运行可 Debug 输出调用位置(调用 lock 的代码文件&代码行)
@ -163,4 +227,9 @@ current_scene 是通过 GroundLoader 加载的,在 ground loader 加载 ground
- 影响 SignSnapper 的等待时长(如 Boss 战时加快节奏)
- 转场 process 机制优化:暂停 & AnimationPlayer 保持运行
- EventManager 控制事件,使用 Event2D 控制绑定关系
- formula_dict: 前置事件推动后续。示例(条件数>=1: `xx=2 & yy=1 & xy=3 -> zz=1`
- 比 Event2D 更轻量灵活的 EventBinder内有 updater 与 trigger 两种绑定
- updater 由 event 驱动更新父节点状态
- trigger 由父节点 signal 驱动更新 event
- SavingsPanel 存档管理器:可便捷地增、删、加载存档
- Vibe Control 控制氛围情绪音乐

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@ -1,3 +1,4 @@
@tool
extends Node
const DialogueResource = preload("./dialogue_resource.gd")

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@ -30,7 +30,7 @@ const DialogueLine = preload("./dialogue_line.gd")
## be a title string or a stringified line number). Runs any mutations along the way and then returns
## the first dialogue line encountered.
func get_next_dialogue_line(title: String = "", extra_game_states: Array = [], mutation_behaviour: DMConstants.MutationBehaviour = DMConstants.MutationBehaviour.Wait) -> DialogueLine:
return await Engine.get_singleton("DialogueManager").get_next_dialogue_line(self, title, extra_game_states, mutation_behaviour)
return await DialogueManager.get_next_dialogue_line(self, title, extra_game_states, mutation_behaviour)
## Get the list of any titles found in the file.

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@ -18,20 +18,9 @@ func _ready():
# Normally you can just call DialogueManager directly but doing so before the plugin has been
# enabled in settings will throw a compiler error here so I'm using `get_singleton` instead.
var dialogue_manager = Engine.get_singleton("DialogueManager")
dialogue_manager.dialogue_ended.connect(_on_dialogue_ended)
dialogue_manager.show_dialogue_balloon(resource, title if not title.is_empty() else resource.first_title)
DialogueManager.show_dialogue_balloon(resource, title if not title.is_empty() else resource.first_title)
func _enter_tree() -> void:
DialogueSettings.set_user_value("is_running_test_scene", false)
#region Signals
func _on_dialogue_ended(_resource: DialogueResource):
get_tree().quit()
#endregion

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@ -0,0 +1,85 @@
extends EditorProperty
var h_box: HBoxContainer = HBoxContainer.new()
var stage_nodes := []
var updating = false
var property_name: String
func _init(p_name) -> void:
property_name = p_name
add_child(h_box)
func _get_property() -> Array[Dictionary]:
return get_edited_object()[property_name]
func _update_property() -> void:
# Clear the control.
for s in stage_nodes:
s.queue_free()
stage_nodes.clear()
_reload_stages()
var box_checked_texture = preload("res://addons/property-inspector/event_2d/checked.png")
var box_unchecked_texture = preload("res://addons/property-inspector/event_2d/unchecked.png")
func _make_unique_and_sort(arr: Array[int]) -> void:
var unique_arr: Array[int] = []
for element in arr:
if not element in unique_arr:
unique_arr.append(element)
unique_arr.sort()
arr.assign(unique_arr)
func _reload_stages():
var obj = get_edited_object()
if obj == null:
printerr("obj is null")
return
var stages = obj[property_name] as Array[int]
var event_name
if property_name == "pre_event_stages":
event_name = obj["pre_event_name"]
elif property_name == "event_stages":
event_name = obj["event_name"]
elif property_name == "updater_stages":
event_name = obj["updater_event"]
var stages_name: PackedStringArray = await EventManager.get_event_stage_map_array(event_name)
# print("stages:", stages)
h_box.add_theme_constant_override("separation", 1)
for i in 7:
# make the text inside the box
var container := AspectRatioContainer.new()
container.set_anchors_preset(PRESET_FULL_RECT)
var box: CheckBox = CheckBox.new() as CheckBox
box.button_pressed = i in stages
box.toggled.connect(_on_toggle_checkbox.bind(i))
box.add_theme_icon_override("checked", box_checked_texture)
box.add_theme_icon_override("unchecked", box_unchecked_texture)
container.add_child(box)
var label := Label.new()
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
container.add_child(label)
label.text = str(i)
h_box.add_child(container)
stage_nodes.append(container)
if stages_name.size() > i:
box.tooltip_text = stages_name[i]
func _on_toggle_checkbox(on: bool, id: int):
# 防止 read-only 所以 duplicate
var arr = get_edited_object()[property_name].duplicate()
if on:
arr.append(id)
else:
arr.erase(id)
_make_unique_and_sort(arr)
emit_changed(property_name, arr)
get_edited_object()._auto_memo()

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@ -2,10 +2,11 @@ extends EditorInspectorPlugin
var move_editor = preload("pro_animation_sprite2d/pro_animation_move_editor.gd")
var action_editor = preload("pro_animation_sprite2d/pro_animation_action_editor.gd")
var stages_editor = preload("event_2d/stages_editor.gd")
func _can_handle(object):
return object is ProAnimatedSprite2D
return object is ProAnimatedSprite2D or object is Event2D or object is EventBinder
func _parse_property(object, type, name, hint_type, hint_string, usage_flags, wide):
@ -17,5 +18,7 @@ func _parse_property(object, type, name, hint_type, hint_string, usage_flags, wi
elif name == "action_configs":
add_property_editor(name, action_editor.new())
return true
else:
return false
elif name == "pre_event_stages" or name == "event_stages" or name == "updater_stages":
add_property_editor(name, stages_editor.new(name))
return true
return false

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@ -1,6 +1,8 @@
@tool
class_name ProAnimatedSprite2D extends AnimatedSprite2D
signal position_updated(global_pos: Vector2)
@export var autostart := true
@export var action_configs: Array[Dictionary] = []
@export var move_configs: Array[Dictionary] = []
@ -46,7 +48,7 @@ static func new_action_config() -> Dictionary:
return ACTION_CONFIG.duplicate()
@onready var debug_mov_onion_sprite2d = $DebugMovOnionSkinSprite2D as Sprite2D
var debug_mov_onion_sprite2d: Sprite2D
# 从 intro 到 next 的配置信息
var auto_checkout_dict = {
@ -73,12 +75,16 @@ func _ready() -> void:
animation_finished.connect(_on_animation_finished)
animation_looped.connect(_on_animation_finished)
# 处理 debug_mov_onion_sprite2d
debug_mov_onion_sprite2d = get_node_or_null("DebugMovOnionSkinSprite2D")
if Engine.is_editor_hint():
# stop()
# frame = 0
if not debug_mov_onion_sprite2d:
debug_mov_onion_sprite2d = Sprite2D.new()
add_child(debug_mov_onion_sprite2d)
debug_mov_onion_sprite2d.name = "DebugMovOnionSkinSprite2D"
debug_mov_onion_sprite2d.modulate.a = 0.5
debug_playing = false
_debug_mov_projection()
else:
elif debug_mov_onion_sprite2d:
debug_mov_onion_sprite2d.queue_free()
# autoplay 会自己 play, 只有自定义的 autostart 手动调用 play
if not Engine.is_editor_hint() and autostart:
@ -91,7 +97,7 @@ func _debug_mov_projection():
var mov_config = animation_mov_dict[debug_mov_animation]
# 展示 accumulated animation 的目标位置
debug_mov_onion_sprite2d.position.x = (
mov_config.movement_x * (-1 if flip_h else 1) / scale.x
(mov_config.movement_x * (-1 if flip_h else 1) / scale.x) * sign(mov_config.velocity.x)
)
debug_mov_onion_sprite2d.texture = sprite_frames.get_frame_texture(debug_mov_animation, 0)
debug_mov_onion_sprite2d.flip_h = flip_h
@ -183,19 +189,19 @@ func _physics_process(delta: float) -> void:
position.x += diff_x
# 检查是否切换 animation
if mov_x != 0.0 and mov_x_next_animation:
accumulated_mov_x += diff_x
if absf(accumulated_mov_x) >= absf(mov_x):
accumulated_mov_x += abs(diff_x)
if accumulated_mov_x >= absf(mov_x):
if GlobalConfig.DEBUG:
print(
"切换 animation:", mov_x_next_animation, " accumulated_mov_x=", accumulated_mov_x
)
play(mov_x_next_animation)
if not velocity.y:
return
if flip_v:
position.y -= velocity.y * delta
else:
position.y += velocity.y * delta
if velocity.y:
if flip_v:
position.y -= velocity.y * delta
else:
position.y += velocity.y * delta
position_updated.emit(global_position)
# temporary set velocity

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