extends Node enum VIBE { NORAML, MYSTERY, DANGEROUS, TOUCHING, } func get_camera_marker(): return get_node_or_null("/root/Main/CameraFocusMarker") func get_player() -> MainPlayer: return get_node_or_null("/root/Main/MainPlayer") as MainPlayer # lock_time: the time to lock the player action. 0 means lock forever, thus the player will be locked until release_player is called. func freeze_player(lock_time: float, animation := ""): var player = get_player() if player: player.freeze_player(lock_time, animation) func set_camera_boundary(size: Vector2) -> void: var camera_marker = CameraFocusMarker camera_marker.limit_left = 0 camera_marker.limit_right = size.x camera_marker.limit_top = -size.y / 2.0 - 38 camera_marker.limit_bottom = size.y / 2.0 + 38 if GlobalConfig.DEBUG: print("set camera boundary:", size) else: printerr("camera_marker node not found") func set_player_boundary(size: Vector2) -> void: var player = get_player() if player: size.x = size.x - 30 var rect = Rect2(Vector2(15, -size.y / 2), size) player.player_movement_rect = rect if GlobalConfig.DEBUG: print("set player boundary:", rect) else: printerr("Player node not found") func get_ground_loader() -> GroundLoader: return get_node_or_null("/root/Main/GroundLoader") as GroundLoader func pop_notification(msg: String, number := 1) -> void: var notification_node = get_node_or_null("/root/Main/UILayer/Notification") if notification_node: notification_node.show_notification(msg, number) else: printerr("Notification node not found") func pop_dialog( character: String, content: String, character_color := "orange", content_color := "white", duration := 2.5 ) -> void: var dialog_node = get_node_or_null("/root/Main/UILayer/Dialog") if dialog_node: dialog_node.append_dialog(character, content, character_color, content_color, duration) else: printerr("Dialog node not found") func pop_note(note: String, note_color := "white", duration := 2.5) -> void: var dialog_node = get_node_or_null("/root/Main/UILayer/Dialog") if dialog_node: dialog_node.append_note(note, note_color, duration) else: printerr("Dialog node not found") func get_inspector() -> PropInspector: return get_node_or_null("/root/Main/PropInspector") as PropInspector func focus_nodepath(node_path: NodePath) -> void: if not node_path: printerr("Node path is empty") return var node = get_node_or_null(node_path) if node: focus_node(node) else: printerr("Node not found:", node_path) var camera_remote_transformer: RemoteTransform2D func focus_node(node: Node2D) -> void: var rt := node.get_node_or_null("./camera_remote_transformer") as RemoteTransform2D if rt: if camera_remote_transformer and rt != camera_remote_transformer: camera_remote_transformer.queue_free() camera_remote_transformer = rt else: if camera_remote_transformer: camera_remote_transformer.queue_free() camera_remote_transformer = RemoteTransform2D.new() node.add_child(camera_remote_transformer) _setup_camera_remote_transformer() func _setup_camera_remote_transformer(): if not camera_remote_transformer: return camera_remote_transformer.remote_path = "/root/CameraFocusMarker" camera_remote_transformer.update_position = true camera_remote_transformer.update_rotation = false camera_remote_transformer.update_scale = false camera_remote_transformer.name = "camera_remote_transformer" func focus_player() -> void: var player = get_player() if player: focus_node(player) else: printerr("Player node not found") func focus_player_and_reset_zoom(duration := 1.0) -> void: CameraFocusMarker.tween_zoom(1.0, duration).tween_callback(focus_player)