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README.md
@ -47,35 +47,6 @@ GroundLoader 加载/切换 Ground 时,分为上下两段转场:
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- 盒子猫游戏中的 canvas layer
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- 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。
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### Dialogue 文件功用说明
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1. npc.dialogue
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1. 场景中 NPC 角色的对白,伴随悬浮气泡(。。。)
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2. 【绑定配音】ID 对应 asset/audio/peiyin 文件夹下的文件
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2. inspect_content.dialogue:
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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
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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
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3. item_description.dialogue:该文件最复杂,包含以下功能
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1. ~ UI
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1. UI 文字,如游戏入口菜单、设置、背包
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2. 屏幕居中的文本提示,如「按 E 可与场景互动」
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2. ~ PropItems
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1. 包含「道具」+「道具描述」
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1. 道具 ID 格式:「prop_火柴」
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2. 道具说明 ID 格式:「prop_火柴_说明」
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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)
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3. ~ ImportantPropItems:重要物品,格式与 PropItems 相同
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4. ~ HoldingReason:锁定门的原因(暂时不允许玩家出门)
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5. ~ Memory:回忆中的条目名
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6. ~ Notes_c01 到 ~ Notes_c06
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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)
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2. 玩家自言自语时的气泡文字(程序控制显示时机)
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4. event_stage.dialogue:程序内部专用,无需关注
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5. c01、c02...c06.dialogue
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1. 序章、第一章、...第四章、结尾的对白
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2. 【绑定配音】ID 对应 asset/audio/peiyin 文件夹下的文件
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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
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### Ground 说明
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@ -97,7 +68,7 @@ GroundLoader 加载/切换 Ground 时,分为上下两段转场:
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1. ambient:光照
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2. general:音效等
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3. partical:粒子效果
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4. ux:用户交互相关
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4. ux:用户交互
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主要类型说明:
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@ -106,37 +77,17 @@ GroundLoader 加载/切换 Ground 时,分为上下两段转场:
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2. 可配置触发方式:enter, area_enter, interact
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3. 可在场景加载时触发
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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)
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2. 【已废弃】inspectable:可在检阅窗口进行审视的物品,可以附加文案
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2. inspectable:可在检阅窗口进行审视的物品,可以附加文案
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3. local_inspectable:运镜+检阅,无需检阅窗口
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4. note:显示文案
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1. 显示方式:os(玩家头顶气泡),ballon(下方字幕,可播放配音)
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5. npc
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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)
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6. portal:传送门
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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)
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1. 名称有: left(默认), right(默认), 1, 2, 3, ...
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2. 关键参数:targer_scene 与 target_portal(target_portal 为 none 时不启用)
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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
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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
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7. pickable: 可用于拾取道具,可作为重要物品(as_important_prop)
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8. closeup: 可配置内部 PackedScene,display 在 child 下
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1. 可设置是否 exit_on_cancel
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2. 读取并连接 PackedScene 的 exit 信号,PackedScene exit 可传递参数(可选)
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特殊 UX 类型:
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1. 刮刮乐:可以按进度刮开其中内容
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2. Sign Snapper 拉动机制:
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1. 自动锁定玩家操作,调用 walk_to 指定位置
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2. 自动优化范围:忽略小范围移动以防抽动,最低活动距离
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3. Draggable (目录: scene/little_game/general/)
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1. hover 时 sprite 自动描白边(需配置子节点 CollisionShape)
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2. pick & drag & drop
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3. drag 活动范围
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4. 可启用 as_button 效果,picked signal
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4. wheel: 检测鼠标按住后,围绕中心旋转操作
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5. HoverLightClickArea
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1. hover 时高亮(需配置子节点 PointLight 与 CollisionShape))
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### AimationPlayer Tool Button 说明
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#### 存档 Tool Button
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@ -171,24 +122,6 @@ func _parse_node(ground_node, node:Node, existing_vars:Dictionary, code_lines:Pa
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## 线索笔记说明
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1. Aseprite 中编辑 slice 区域,配置区域名: c02_slices.ase
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2. aseprite_slice_to_atlas.tscn 自动生成切图
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3. 在 ux_note.tscn 中使用切图
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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
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## Event 系统说明
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1. 事件阶段管理:event_stage.dialogue
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2. 事件绑定:EventBinder
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- 通过事件阶段,控制父节点的显示/启用状态
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- 订阅父节点交互 signal ,更新事件阶段
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3. 复杂事件集合:Event2D
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- 自动生成并绑定脚本,用脚本更灵活地控制子节点状态
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- 配合 ProAnimatedSprite 节点,可在编辑器直接预览小动画
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4. memo 备忘系统:
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- 自动读取 event_stage.dialogue 的信息,写入到 EventBinder/Event2D 的 memo 中
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- 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
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## 存档结构
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@ -219,6 +152,9 @@ current_scene 是通过 GroundLoader 加载的,在 ground loader 加载 ground
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- PropHud 切换与点击展示
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- 左键点击展开 Hud
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- 右键点击检阅道具
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- SignSnapper 拉动机制
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- 自动锁定玩家操作,调用 walk_to 指定位置
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- 自动优化范围:忽略小范围移动以防抽动,最低活动距离
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- ReenterLock 机制
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- 可重入锁
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- Editor 中运行可 Debug 输出调用位置(调用 lock 的代码文件&代码行)
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@ -227,9 +163,4 @@ current_scene 是通过 GroundLoader 加载的,在 ground loader 加载 ground
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- 影响 SignSnapper 的等待时长(如 Boss 战时加快节奏)
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- 转场 process 机制优化:暂停 & AnimationPlayer 保持运行
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- EventManager 控制事件,使用 Event2D 控制绑定关系
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- formula_dict: 前置事件推动后续。示例(条件数>=1): `xx=2 & yy=1 & xy=3 -> zz=1`
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- 比 Event2D 更轻量灵活的 EventBinder,内有 updater 与 trigger 两种绑定
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- updater 由 event 驱动更新父节点状态
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- trigger 由父节点 signal 驱动更新 event
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- SavingsPanel 存档管理器:可便捷地增、删、加载存档
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- Vibe Control 控制氛围情绪音乐
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@ -1,4 +1,3 @@
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@tool
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extends Node
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const DialogueResource = preload("./dialogue_resource.gd")
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@ -30,7 +30,7 @@ const DialogueLine = preload("./dialogue_line.gd")
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## be a title string or a stringified line number). Runs any mutations along the way and then returns
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## the first dialogue line encountered.
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func get_next_dialogue_line(title: String = "", extra_game_states: Array = [], mutation_behaviour: DMConstants.MutationBehaviour = DMConstants.MutationBehaviour.Wait) -> DialogueLine:
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return await DialogueManager.get_next_dialogue_line(self, title, extra_game_states, mutation_behaviour)
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return await Engine.get_singleton("DialogueManager").get_next_dialogue_line(self, title, extra_game_states, mutation_behaviour)
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## Get the list of any titles found in the file.
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@ -18,9 +18,20 @@ func _ready():
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# Normally you can just call DialogueManager directly but doing so before the plugin has been
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# enabled in settings will throw a compiler error here so I'm using `get_singleton` instead.
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DialogueManager.show_dialogue_balloon(resource, title if not title.is_empty() else resource.first_title)
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var dialogue_manager = Engine.get_singleton("DialogueManager")
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dialogue_manager.dialogue_ended.connect(_on_dialogue_ended)
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dialogue_manager.show_dialogue_balloon(resource, title if not title.is_empty() else resource.first_title)
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func _enter_tree() -> void:
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DialogueSettings.set_user_value("is_running_test_scene", false)
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#region Signals
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func _on_dialogue_ended(_resource: DialogueResource):
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get_tree().quit()
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#endregion
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Before Width: | Height: | Size: 177 B |
@ -1,85 +0,0 @@
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extends EditorProperty
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var h_box: HBoxContainer = HBoxContainer.new()
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var stage_nodes := []
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var updating = false
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var property_name: String
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func _init(p_name) -> void:
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property_name = p_name
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add_child(h_box)
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func _get_property() -> Array[Dictionary]:
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return get_edited_object()[property_name]
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func _update_property() -> void:
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# Clear the control.
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for s in stage_nodes:
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s.queue_free()
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stage_nodes.clear()
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_reload_stages()
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var box_checked_texture = preload("res://addons/property-inspector/event_2d/checked.png")
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var box_unchecked_texture = preload("res://addons/property-inspector/event_2d/unchecked.png")
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func _make_unique_and_sort(arr: Array[int]) -> void:
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var unique_arr: Array[int] = []
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for element in arr:
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if not element in unique_arr:
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unique_arr.append(element)
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unique_arr.sort()
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arr.assign(unique_arr)
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func _reload_stages():
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var obj = get_edited_object()
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if obj == null:
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printerr("obj is null")
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return
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var stages = obj[property_name] as Array[int]
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var event_name
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if property_name == "pre_event_stages":
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event_name = obj["pre_event_name"]
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elif property_name == "event_stages":
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event_name = obj["event_name"]
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elif property_name == "updater_stages":
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event_name = obj["updater_event"]
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var stages_name: PackedStringArray = await EventManager.get_event_stage_map_array(event_name)
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# print("stages:", stages)
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h_box.add_theme_constant_override("separation", 1)
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for i in 7:
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# make the text inside the box
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var container := AspectRatioContainer.new()
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container.set_anchors_preset(PRESET_FULL_RECT)
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var box: CheckBox = CheckBox.new() as CheckBox
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box.button_pressed = i in stages
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box.toggled.connect(_on_toggle_checkbox.bind(i))
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box.add_theme_icon_override("checked", box_checked_texture)
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box.add_theme_icon_override("unchecked", box_unchecked_texture)
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container.add_child(box)
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var label := Label.new()
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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container.add_child(label)
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label.text = str(i)
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h_box.add_child(container)
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stage_nodes.append(container)
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if stages_name.size() > i:
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box.tooltip_text = stages_name[i]
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func _on_toggle_checkbox(on: bool, id: int):
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# 防止 read-only 所以 duplicate
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var arr = get_edited_object()[property_name].duplicate()
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if on:
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arr.append(id)
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else:
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arr.erase(id)
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_make_unique_and_sort(arr)
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emit_changed(property_name, arr)
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get_edited_object()._auto_memo()
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@ -1 +0,0 @@
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uid://bjsrudsa3cpyx
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Before Width: | Height: | Size: 177 B |
@ -2,11 +2,10 @@ extends EditorInspectorPlugin
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var move_editor = preload("pro_animation_sprite2d/pro_animation_move_editor.gd")
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var action_editor = preload("pro_animation_sprite2d/pro_animation_action_editor.gd")
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var stages_editor = preload("event_2d/stages_editor.gd")
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func _can_handle(object):
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return object is ProAnimatedSprite2D or object is Event2D or object is EventBinder
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return object is ProAnimatedSprite2D
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func _parse_property(object, type, name, hint_type, hint_string, usage_flags, wide):
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@ -18,7 +17,5 @@ func _parse_property(object, type, name, hint_type, hint_string, usage_flags, wi
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elif name == "action_configs":
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add_property_editor(name, action_editor.new())
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return true
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elif name == "pre_event_stages" or name == "event_stages" or name == "updater_stages":
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add_property_editor(name, stages_editor.new(name))
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return true
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return false
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else:
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return false
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@ -1,8 +1,6 @@
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@tool
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class_name ProAnimatedSprite2D extends AnimatedSprite2D
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signal position_updated(global_pos: Vector2)
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@export var autostart := true
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@export var action_configs: Array[Dictionary] = []
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@export var move_configs: Array[Dictionary] = []
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@ -48,7 +46,7 @@ static func new_action_config() -> Dictionary:
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return ACTION_CONFIG.duplicate()
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var debug_mov_onion_sprite2d: Sprite2D
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@onready var debug_mov_onion_sprite2d = $DebugMovOnionSkinSprite2D as Sprite2D
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# 从 intro 到 next 的配置信息
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var auto_checkout_dict = {
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@ -75,16 +73,12 @@ func _ready() -> void:
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animation_finished.connect(_on_animation_finished)
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animation_looped.connect(_on_animation_finished)
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# 处理 debug_mov_onion_sprite2d
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debug_mov_onion_sprite2d = get_node_or_null("DebugMovOnionSkinSprite2D")
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if Engine.is_editor_hint():
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if not debug_mov_onion_sprite2d:
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debug_mov_onion_sprite2d = Sprite2D.new()
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add_child(debug_mov_onion_sprite2d)
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debug_mov_onion_sprite2d.name = "DebugMovOnionSkinSprite2D"
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debug_mov_onion_sprite2d.modulate.a = 0.5
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# stop()
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# frame = 0
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debug_playing = false
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_debug_mov_projection()
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elif debug_mov_onion_sprite2d:
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else:
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debug_mov_onion_sprite2d.queue_free()
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# autoplay 会自己 play, 只有自定义的 autostart 手动调用 play
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if not Engine.is_editor_hint() and autostart:
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@ -97,7 +91,7 @@ func _debug_mov_projection():
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var mov_config = animation_mov_dict[debug_mov_animation]
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# 展示 accumulated animation 的目标位置
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debug_mov_onion_sprite2d.position.x = (
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(mov_config.movement_x * (-1 if flip_h else 1) / scale.x) * sign(mov_config.velocity.x)
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mov_config.movement_x * (-1 if flip_h else 1) / scale.x
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)
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debug_mov_onion_sprite2d.texture = sprite_frames.get_frame_texture(debug_mov_animation, 0)
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debug_mov_onion_sprite2d.flip_h = flip_h
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@ -189,19 +183,19 @@ func _physics_process(delta: float) -> void:
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position.x += diff_x
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# 检查是否切换 animation
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if mov_x != 0.0 and mov_x_next_animation:
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accumulated_mov_x += abs(diff_x)
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if accumulated_mov_x >= absf(mov_x):
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accumulated_mov_x += diff_x
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if absf(accumulated_mov_x) >= absf(mov_x):
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if GlobalConfig.DEBUG:
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print(
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"切换 animation:", mov_x_next_animation, " accumulated_mov_x=", accumulated_mov_x
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)
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play(mov_x_next_animation)
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if velocity.y:
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if flip_v:
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position.y -= velocity.y * delta
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else:
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position.y += velocity.y * delta
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position_updated.emit(global_position)
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if not velocity.y:
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return
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if flip_v:
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position.y -= velocity.y * delta
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else:
|
||||
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