130 lines
4.1 KiB
GDScript
130 lines
4.1 KiB
GDScript
@tool
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extends Node
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signal stage_updated(event_name: StringName, stage: int)
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func get_chapter_stage() -> int:
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return get_stage("current_chapter_stage")
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func get_stage(event_name: StringName) -> int:
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if not ArchiveManager.archive or ArchiveManager.archive.event_stage == null:
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printerr("[EventManager] Archive or event_stage is null.")
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return 0
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var val = ArchiveManager.archive.event_stage.get(event_name, 0)
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return val
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# default 为 0,首次更新为 1
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func set_stage(event_name: StringName, stage := 1) -> void:
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if not ArchiveManager.archive or ArchiveManager.archive.event_stage == null:
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printerr("[EventManager] Archive or event_stage is null.")
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return
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ArchiveManager.archive.event_stage[event_name] = stage
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# print before emit
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print("[EventManager] Stage updated: %s, stage: %s" % [event_name, stage])
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stage_updated.emit(event_name, stage)
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# 如果是 handnote_ 事件,玩家进行记笔记动作
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if (
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SceneManager.is_node_ready()
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and SceneManager.get_player()
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and SceneManager.get_player().character.begins_with("吕萍")
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):
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if event_name == &"current_chapter_stage":
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# 章节更新
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pass
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elif event_name.begins_with("handnote_"):
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# 笔记条目更新
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# 0 初始化隐藏,1 开始显示,2 划掉,3 结束隐藏
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if stage == 1:
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SceneManager.lock_player(3.0, 16, true)
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SceneManager.pop_notification("ui_notify_note_update")
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# 仅在设置的 stage > 当前 stage 时更新,相等或小于时不更新
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func set_stage_if_greater(event_name: StringName, stage := 1) -> bool:
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var current_stage = get_stage(event_name)
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if stage > current_stage:
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set_stage(event_name, stage)
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return true
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return false
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# stage 最大 99999
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func next_staged(event_name: StringName, stage_max := 99999) -> void:
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var current_stage = get_stage(event_name)
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if current_stage < stage_max:
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set_stage(event_name, current_stage + 1)
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##### 其他事件 #####
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func prop_interacted(e_name, prop_key, interacted_times) -> void:
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print("Event: %s interacted with %s. total times: %s" % [e_name, prop_key, interacted_times])
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##### TOOL 方法
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# event_name -> {stages:PackedStringArray, update_time:int}
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var _debug_event_stage_dict := {}
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# return: stages
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func get_event_stage_map_array(event_name: StringName) -> PackedStringArray:
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if not Engine.is_editor_hint():
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return PackedStringArray()
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var current_dict = _debug_event_stage_dict.get(event_name)
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var time_msec = Time.get_ticks_msec()
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# 3秒更新
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if current_dict and time_msec - current_dict["update_time"] < 3000:
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return current_dict["stages"]
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# 文件: res://asset/dialogue/event_stage.dialogue
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var event_stage_resource = load("uid://dohpsb4jttuv1") as DialogueResource
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for title in event_stage_resource.get_titles():
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var lines = await Util.get_lines(event_stage_resource, title)
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for line in lines:
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var line_text = line.text.strip_edges()
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var e_name = line.character
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if line_text.begins_with("#"):
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continue
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#c03_invite_xchan_supper: 0:未开始 1:已偷听,需邀请 2:已完成邀请
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var parts = line_text.split(" ")
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var stages = PackedStringArray()
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for id in range(0, len(parts)):
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var tuple = parts[id].split(":")
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if len(tuple) == 2:
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var event_stage = int(tuple[0])
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if stages.size() < event_stage + 1:
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stages.resize(event_stage + 1)
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stages[event_stage] = tuple[1]
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for id in len(stages):
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if stages[id] == "":
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stages[id] = str(id)
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_debug_event_stage_dict[e_name] = {
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"stages": stages,
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"update_time": time_msec,
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}
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if _debug_event_stage_dict.has(event_name):
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prints("reload", event_name, "stages:", _debug_event_stage_dict[event_name]["stages"])
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return _debug_event_stage_dict[event_name]["stages"]
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return PackedStringArray()
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# map stage_id->name, 必定保持相同长度的数组
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func map_event_stages(
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event_name: StringName, stages: Array, including_id := true
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) -> PackedStringArray:
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var result = PackedStringArray()
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result.resize(stages.size())
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var dict = await get_event_stage_map_array(event_name)
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for id in range(stages.size()):
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var stage = stages[id]
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if dict.size() > stage:
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if including_id:
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result[id] = str(stage) + ":" + dict[stage]
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else:
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result[id] = str(stage)
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return result
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