xiandie/scene/ground/scene/animation_root.gd

320 lines
11 KiB
GDScript

@tool
class_name AnimationRoot extends AnimationPlayer
# 在继承 AnimationRoot 的各场景内的脚本中,可以直接调用 DialogueResource
var dialogue_c01 := preload("res://asset/dialogue/c01.dialogue") as DialogueResource
var dialogue_c02 := preload("res://asset/dialogue/c02.dialogue") as DialogueResource
var dialogue_c03 := preload("res://asset/dialogue/c03.dialogue") as DialogueResource
var dialogue_c04 := preload("res://asset/dialogue/c04.dialogue") as DialogueResource
var dialogue_c05 := preload("res://asset/dialogue/c05.dialogue") as DialogueResource
var dialogue_c06 := preload("res://asset/dialogue/c06.dialogue") as DialogueResource
@export var data = {
# 首次进入场景时触发
"oneshot_animation_played": false
}
@export_tool_button("reset 存档") var reset_archive = _reset_archive
# event 也混合其中
@export var debug_global_data: Dictionary[String, Variant] = {
"enabled_items": ["prop_火柴", "prop_院长的信", "prop_银元"] as PackedStringArray,
"player_x": 30.0,
}
@export var debug_ground_data: Dictionary[String, Variant] = {}
@export var auto_reset_on_debug_restarting := false
@export_tool_button("auto reference") var auto_ref = _auto_setup_node_reference
var oneshot_animation := ""
var ground_archive: GroundArchive
var ground: Ground2D
# 继承覆盖该方法
func _default_data() -> Dictionary:
print("read default data from root")
return {}
func _ready() -> void:
ground = get_node("..")
if not ground:
printerr("ground not found")
return
if ground.restarting:
print("auto reset archive=", auto_reset_on_debug_restarting)
if auto_reset_on_debug_restarting:
_reset_archive()
print("restarting: skip animation root _ready()")
return
data.merge(_default_data(), true)
if Engine.is_editor_hint():
# notify_property_list_changed()
# 更新 oneshot_animation 的可选项
animation_libraries_updated.connect(notify_property_list_changed)
return
ground_archive = ArchiveManager.archive.ground_archive() as GroundArchive
var archive_data = ground_archive.get_data(name)
# merge data
for key in archive_data.keys():
if data.has(key):
data[key] = archive_data[key]
# 等待 DeployLayer 先加载完成
if not ground.is_node_ready():
ground.ready.connect(_setup_node_reference)
ground.ready.connect(_on_ground_ready)
else:
_setup_node_reference()
_on_ground_ready()
ready.connect(_on_ready)
func _setup_node_reference() -> void:
pass
func _on_ground_ready() -> void:
pass
func _on_ready() -> void:
if Engine.is_editor_hint():
return
# 仅在首次进入场景时触发
if oneshot_animation:
if not data["oneshot_animation_played"]:
play(oneshot_animation)
animation_finished.connect(_oneshot_animation_finished, CONNECT_ONE_SHOT)
else:
if GlobalConfig.DEBUG:
print("oneshot_animation_played:", oneshot_animation)
func _oneshot_animation_finished(animation_name) -> void:
if GlobalConfig.DEBUG:
print("oneshot_animation_finished:", animation_name)
set_data("oneshot_animation_played", true)
func set_data(property: StringName, value: Variant) -> bool:
if data.has(property):
ground_archive.set_pair(name, property, value)
data[property] = value
return true
return false
func set_global_entry(property: StringName, value: Variant) -> void:
ArchiveManager.set_global_entry(property, value)
func get_global_value(property: StringName, default_value = null) -> Variant:
var val = ArchiveManager.get_global_value(property)
if val == null:
return default_value
return val
func _get(property: StringName) -> Variant:
if property == "oneshot_animation":
return oneshot_animation
return null
func _set(property: StringName, value: Variant) -> bool:
if property == "oneshot_animation":
oneshot_animation = value
return true
return false
func _get_property_list() -> Array[Dictionary]:
return [
{
"name": "oneshot_animation",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_ENUM_SUGGESTION,
"hint_string": ",".join(get_animation_list()),
}
]
###### TOOL BUTTON
func _reset_archive() -> void:
var archive = (
ResourceLoader.load("user://data/archives/save000.tres", "AssembledArchive")
as AssembledArchive
)
archive.player_global_position_x = debug_global_data.get_or_add("player_x", 30.0)
# 重置全局变量
var prop_arr = archive.prop_inventory.default_enabled_items
if get_node("../MainPlayer").character.begins_with("吕萍"):
prop_arr = archive.prop_inventory.xdie_enabled_items
elif get_node("../MainPlayer").character.begins_with("小小蝶"):
prop_arr = archive.prop_inventory.xxdie_enabled_items
elif get_node("../MainPlayer").character.begins_with("小小小蝶"):
prop_arr = archive.prop_inventory.xxxdie_enabled_items
for prop in debug_global_data["enabled_items"]:
if not prop_arr.has(prop):
prop_arr.append(prop)
# 从 code 中找到 set_global_entry/get_global_value 方法中第一个 property
var code = get_script().source_code
# set_global_entry(property: StringName, value)
# get_global_value(property: StringName, default = null)
var setter_regx = RegEx.create_from_string(r'set_global_entry\(.?"(.+)"') as RegEx
var getter_regx = RegEx.create_from_string(r'get_global_value\(.?"(.+)"') as RegEx
var properties = {}
for setter_match in setter_regx.search_all(code):
properties[setter_match.get_string(1)] = true
for getter_match in getter_regx.search_all(code):
properties[getter_match.get_string(1)] = true
for p in properties.keys():
if debug_global_data.get(p) == null:
debug_global_data[p] = false
# archive.set_global_entry(p, new_data[p])
archive.global_data_dict[p] = debug_global_data[p]
# 重置 ground_archive
if not archive.ground_archives.has(ground.scene_name):
archive.ground_archives[ground.scene_name] = GroundArchive.new()
archive.ground_archives[ground.scene_name].scene_name = ground.scene_name
# setup
_setup_ground_data(debug_ground_data, ground)
archive.ground_archives[ground.scene_name].data = debug_ground_data
# 重置 event 状态
# EventManager.set_stage(&"xxx", 2)
# EventManager.set_stage_if_greater(&"xxx", 5)
var event_setter_regx = RegEx.create_from_string(r'EventManager.set_stage\(.?"(.+)"') as RegEx
var event_getter_regx = RegEx.create_from_string(r'EventManager.get_stage\(.?"(.+)"') as RegEx
var event_set_greater_regx = (
RegEx.create_from_string(r'set_stage_if_greater\(.?"(.+)"') as RegEx
)
var events = {}
for event_match in event_setter_regx.search_all(code):
events[event_match.get_string(1)] = true
for event_match in event_set_greater_regx.search_all(code):
events[event_match.get_string(1)] = true
for event_match in event_getter_regx.search_all(code):
events[event_match.get_string(1)] = true
# 遍历 ".." 下所有节点,找到属于 Event2D 的节点
_find_event2d(events, ground)
for e in events.keys():
if debug_global_data.get(e) == null:
debug_global_data[e] = 0
archive.event_stage[e] = debug_global_data[e]
print("reset archive data success")
ResourceSaver.save(archive)
notify_property_list_changed()
func _setup_ground_data(g_data: Dictionary, node: Node):
if not node:
return
for child in node.get_children():
if child is Ambush2D and not g_data.has(child.name):
g_data[child.name] = {"played": false}
elif child is Interactable2D and not g_data.has(child.name):
g_data[child.name] = {"interacted_times": 0}
elif child is Pickable2D and not g_data.has(child.name):
g_data[child.name] = {"picked": false}
elif child is AnimationRoot and not g_data.has(child.name):
g_data[child.name] = child.data
_setup_ground_data(g_data, child)
func _find_event2d(events: Dictionary, node: Node) -> void:
if not node:
return
for child in node.get_children():
if child is Event2D:
if child.event != &"":
events[child.event] = true
if child.pre_event != &"":
events[child.pre_event] = true
_find_event2d(events, child)
var func_line_id := -1
var region_start_id := -1
var region_end_id := -1
# #region node_reference
# #endregion
# # 读取设置变量名
# func _setup_node_reference() -> void:
# pass
func _auto_setup_node_reference():
var script = get_script() as GDScript
if not script:
printerr("script not found")
return
var code_lines := script.source_code.split("\n") as PackedStringArray
func_line_id = -1
region_start_id = -1
region_end_id = -1
for i in len(code_lines):
var line = code_lines[i]
if line.begins_with("func _setup_node_reference()"):
func_line_id = i
elif line.begins_with("#region node_reference"):
region_start_id = i
elif region_start_id != -1 and region_end_id == -1 and line.begins_with("#endregion"):
region_end_id = i
if func_line_id == -1:
printerr("func _setup_node_reference() not found")
return
if region_start_id == -1:
print("#region node_reference not found, creat region upon func_line..")
region_start_id = func_line_id - 2
func_line_id += 1
code_lines.insert(region_start_id, "#region node_reference")
if region_end_id == -1:
region_end_id = region_start_id + 1
code_lines.insert(region_end_id, "#endregion")
func_line_id += 1
print("auto reference start, region_start_id=", region_start_id, " region_end_id=", region_end_id)
var existing_vars = _read_existing_vars(code_lines)
var created_vars = []
_traverse_nodes(get_node(".."), get_node(".."), existing_vars, code_lines, created_vars)
script.source_code = "\n".join(code_lines)
ResourceSaver.save(script)
print("auto reference done.")
print_rich("skipped existing_vars:[color=cyan]", existing_vars.size(), existing_vars)
print_rich("created_vars:[color=green]", created_vars.size(), created_vars)
func _read_existing_vars(code_lines: PackedStringArray) -> Dictionary:
var existing_vars = {}
for i in range(region_start_id + 1, region_end_id):
var line = code_lines[i]
if line.begins_with("var "):
var var_name = line.split(" ")[1].split(":")[0].strip_escapes()
if var_name:
existing_vars[var_name] = true
return existing_vars
func _traverse_nodes(ground_node, node: Node, existing_vars: Dictionary, code_lines: PackedStringArray, created_vars):
if node:
_parse_node(ground_node, node, existing_vars, code_lines, created_vars)
for child in node.get_children():
_traverse_nodes(ground_node, child, existing_vars, code_lines, created_vars)
func _parse_node(ground_node, node:Node, existing_vars:Dictionary, code_lines:PackedStringArray, created_vars):
# 0. filter unique mark
# 1. create `var snake_case_variable_name = $"../xx/yy/NodeName"`
# 2. create `var snake_case_variable_name = $"../xx/yy/NodeName"`
if not node.unique_name_in_owner or ground_node.get_node_or_null("%"+node.name) == null:
# 只读取 unique 标记过的节点; node.unique_name_in_owner 参数不可靠,需要实际检查
return
var var_name = node.name.to_snake_case()
if existing_vars.has(var_name):
return
created_vars.append(var_name)
code_lines.insert(region_start_id + 1, "var " + var_name + ": "+ str(node.get_class()))
func_line_id += 1
var path = self.get_path_to(node).get_concatenated_names()
# closeup花名册 = $"../DeployLayer/Closeup花名册"
code_lines.insert(func_line_id + 1, "\t" + var_name +" = $\"" + path +"\"")