xiandie/scene/ground/ground_loader.gd

155 lines
4.5 KiB
GDScript

@tool
class_name GroundLoader extends Node2D
@export var ignore_archive := false
@export var current_scene := "c02_s01"
@export var entrance_portal := "left"
var ground: Node2D
var scenes_dir = "res://scene/ground/scene/"
var ground_dict = {}
func _ready() -> void:
if not ignore_archive:
_load_save()
_read_grounds()
ground = get_node_or_null("Ground")
if current_scene and entrance_portal:
transition_to_scene(current_scene, entrance_portal, true)
elif ground:
ground.queue_free()
ground = null
func _load_save():
if not Engine.is_editor_hint() and ArchiveManager.archive:
if ArchiveManager.archive.current_scene:
current_scene = ArchiveManager.archive.current_scene
if ArchiveManager.archive.entrance_portal:
entrance_portal = ArchiveManager.archive.entrance_portal
func _read_grounds():
var dir = DirAccess.open(scenes_dir)
for c_dir in dir.get_directories():
var c_path = scenes_dir + c_dir + "/"
for s_file in DirAccess.open(c_path).get_files():
if s_file.ends_with(".tscn"):
var s_path = c_path + s_file
ground_dict[c_dir.substr(0, 3) + "_" + s_file.substr(0, 3)] = s_path
func play_footstep_sound() -> void:
if ground and ground.is_visible_in_tree():
ground.play_footstep_sound()
func transition_to_scene(key: String, portal: String, load_save := false) -> void:
var scene_path = ground_dict[key]
if scene_path:
var scene = load(scene_path).instantiate()
current_scene = key
entrance_portal = portal
if load_save:
_do_transition(scene)
# 更新玩家位置
_update_player_position()
else:
var tween = create_tween() as Tween
var player = SceneManager.get_player() as MainPlayer
if player:
player.action_locked = true
#TODO 转场效果
#
tween.tween_interval(0.2)
tween.tween_callback(_do_transition.bind(scene))
tween.tween_callback(func(): player.action_locked = false)
else:
print("Scene not found: " + key)
func _update_player_position():
if ignore_archive or Engine.is_editor_hint():
return
var player = SceneManager.get_player() as MainPlayer
if player and ArchiveManager.archive:
# if GlobalConfig.DEBUG:
# print("update player position", ArchiveManager.archive.player_global_position)
player.global_position = ArchiveManager.archive.player_global_position
player.set_facing_direction(ArchiveManager.archive.player_direction)
func _do_transition(scene: Node2D):
if ground:
ground.queue_free()
# 提前移除,防止命名冲突
remove_child(ground)
ground = scene.get_child(0)
scene.remove_child(ground)
scene.queue_free()
ground.owner = null
add_child(ground)
ground.owner = self
ground.name = "Ground"
_set_camera_and_player_boundary()
_update_archive()
var portal_node = ground.get_node_or_null("DeployLayer/portal_" + entrance_portal) as Node2D
if portal_node and not Engine.is_editor_hint():
var player = SceneManager.get_player()
if player:
player.global_position.x = portal_node.global_position.x
print("move player to portal:", entrance_portal, portal_node.global_position)
if GlobalConfig.DEBUG and not Engine.is_editor_hint():
_watch_scene_update()
func _set_camera_and_player_boundary():
var bg = ground.get_node("BGSprite2D")
if bg.texture and not Engine.is_editor_hint():
SceneManager.set_camera_boundary(bg.texture.get_size())
SceneManager.set_player_boundary(bg.texture.get_size())
func _update_archive():
if not Engine.is_editor_hint() and ArchiveManager.archive:
ArchiveManager.archive.current_scene = current_scene
ArchiveManager.archive.entrance_portal = entrance_portal
var update_watcher: Timer
var last_modify = 0
func _watch_scene_update():
var scene_path = ground_dict[current_scene]
if scene_path:
last_modify = FileAccess.get_modified_time(scene_path)
if not update_watcher:
update_watcher = Timer.new()
update_watcher.wait_time = 1
update_watcher.one_shot = false
add_child(update_watcher)
update_watcher.start()
else:
# remove all connections
for c in update_watcher.timeout.get_connections():
update_watcher.timeout.disconnect(c.callable)
update_watcher.timeout.connect(_check_scene_update.bind(scene_path))
func _check_scene_update(scene_path):
var modify = FileAccess.get_modified_time(scene_path)
if modify != last_modify:
last_modify = modify
_on_resources_reload(scene_path)
func _on_resources_reload(res):
print("resources_reload processing:", res)
if not Engine.is_editor_hint() and res.ends_with(".tscn"):
ArchiveManager.save_all()
transition_to_scene(current_scene, entrance_portal, true)