200 lines
6.1 KiB
GDScript
200 lines
6.1 KiB
GDScript
@tool
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class_name GroundLoader extends Node2D
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@export_group("Scene")
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@export var ignore_archive := false
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@export var current_scene := "c02_s01"
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@export var entrance_portal := "left"
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@export var debug_reload := false:
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set(new_val):
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debug_reload = false
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if current_scene and entrance_portal:
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transition_to_scene(current_scene, entrance_portal, true)
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@export var archive_scene := ""
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@export var archive_portal := ""
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var first_entered := true
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var ground: Ground2D
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var scenes_dir = "res://scene/ground/scene/"
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var ground_dict = {}
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func _ready() -> void:
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_read_grounds()
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ground = get_node_or_null("Ground")
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# load save
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if not ignore_archive:
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_load_save()
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if archive_scene and archive_portal:
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current_scene = archive_scene
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entrance_portal = archive_portal
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if current_scene and entrance_portal:
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transition_to_scene(current_scene, entrance_portal, true)
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elif ground:
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ground.queue_free()
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ground = null
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func _read_grounds() -> void:
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# read grounds
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var dir = DirAccess.open(scenes_dir)
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for c_dir in dir.get_directories():
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var c_path = scenes_dir + c_dir + "/"
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for s_file in DirAccess.open(c_path).get_files():
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if s_file.ends_with(".tscn"):
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var s_path = c_path + s_file
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ground_dict[c_dir.substr(0, 3) + "_" + s_file.substr(0, 3)] = s_path
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# # 确保每个 ground 都初始化 archive
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# for key in ground_dict.keys():
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# if GlobalConfig.DEBUG:
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# print("check ground_archive:", key)
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# ArchiveManager.archive.ground_archive(key)
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func _load_save():
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if not Engine.is_editor_hint() and ArchiveManager.archive:
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if ArchiveManager.archive.current_scene:
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archive_scene = ArchiveManager.archive.current_scene
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if ArchiveManager.archive.entrance_portal:
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archive_portal = ArchiveManager.archive.entrance_portal
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func play_footstep_sound() -> void:
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if ground and ground.is_visible_in_tree():
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ground.play_footstep_sound()
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func transition_to_scene(key: String, portal: String, immediately := false) -> void:
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var scene_path = ground_dict[key]
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if scene_path:
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var scene = load(scene_path).instantiate()
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current_scene = key
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entrance_portal = portal
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# 优先更新 archive,使 ground 可以访问自己的 current_scene 键值
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_update_archive()
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if immediately:
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_do_transition(scene)
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# 更新玩家位置
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if first_entered:
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_update_player_position()
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else:
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var tween = create_tween() as Tween
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var player = SceneManager.get_player() as MainPlayer
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if player:
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player.action_locked = true
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#TODO 转场效果
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#
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tween.tween_interval(0.2)
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tween.tween_callback(_do_transition.bind(scene))
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if player:
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tween.tween_callback(func(): player.action_locked = false)
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first_entered = false
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else:
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print("Scene not found: " + key)
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func _update_player_position():
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if ignore_archive or Engine.is_editor_hint():
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return
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var player = SceneManager.get_player() as MainPlayer
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if player and ArchiveManager.archive:
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# if GlobalConfig.DEBUG:
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# print("update player position", ArchiveManager.archive.player_global_position)
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player.global_position = ArchiveManager.archive.player_global_position
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# fixed y
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if ground.player_y_fixed:
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player.global_position.y = ground.player_y
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player.set_facing_direction(ArchiveManager.archive.player_direction)
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func _do_transition(scene: Node2D):
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if ground:
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# 提前移除,防止命名冲突
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remove_child(ground)
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ground.queue_free()
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ground = scene.get_child(0)
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scene.remove_child(ground)
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ground.owner = null
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scene.queue_free()
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add_child(ground)
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ground.name = "Ground"
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_set_camera_and_player_boundary()
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if not Engine.is_editor_hint():
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var portal_node = ground.get_node_or_null("DeployLayer/portal_" + entrance_portal) as Node2D
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if portal_node:
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var player = SceneManager.get_player()
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if player:
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# player.global_position.x = -20.0
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player.global_position.x = portal_node.global_position.x
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if GlobalConfig.DEBUG:
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print("move player to portal:", entrance_portal, portal_node.global_position)
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else:
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printerr(current_scene + " portal not found: " + entrance_portal)
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if GlobalConfig.DEBUG and not Engine.is_editor_hint():
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_watch_scene_update()
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func _set_camera_and_player_boundary():
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var bg = ground.get_node("BGSprite2D")
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# set current_boarder by bg size
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if bg.texture and not Engine.is_editor_hint():
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var size = bg.texture.get_size() * bg.scale
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# camera rect
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var camera_size = Vector2(max(564.0, size.x), max(size.y, 316.0))
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var camera_upleft = Vector2(0, -camera_size.y / 2.0)
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var camera_rect = Rect2(camera_upleft, camera_size)
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# player rect should be set centered, with 30px x padding
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var up_left = Vector2(0, -size.y / 2.0)
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size.x -= 36.0
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up_left.x = bg.position.x + 18.0
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var player_rect = Rect2(up_left, size)
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SceneManager.set_camera_boundary(camera_rect)
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SceneManager.set_player_boundary(player_rect)
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if GlobalConfig.DEBUG:
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print("_set_camera_and_player_boundary:", camera_rect, player_rect)
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func _update_archive():
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if not Engine.is_editor_hint() and ArchiveManager.archive:
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ArchiveManager.archive.current_scene = current_scene
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ArchiveManager.archive.entrance_portal = entrance_portal
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archive_scene = current_scene
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archive_portal = entrance_portal
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var update_watcher: Timer
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var last_modify_time = 0
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# DEBUG 时重新加载资源
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func _watch_scene_update():
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var scene_path = ground_dict[current_scene]
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if scene_path:
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last_modify_time = FileAccess.get_modified_time(scene_path)
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if not update_watcher:
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update_watcher = Timer.new()
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update_watcher.wait_time = 1
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update_watcher.one_shot = false
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add_child(update_watcher)
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update_watcher.start()
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else:
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# remove all connections
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for c in update_watcher.timeout.get_connections():
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update_watcher.timeout.disconnect(c.callable)
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update_watcher.timeout.connect(_check_scene_update.bind(scene_path))
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func _check_scene_update(scene_path):
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var modify = FileAccess.get_modified_time(scene_path)
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if modify != last_modify_time:
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last_modify_time = modify
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_on_resources_reload(scene_path)
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func _on_resources_reload(res):
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print("resources_reload processing:", res)
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if not Engine.is_editor_hint() and res.ends_with(".tscn"):
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ArchiveManager.save_all()
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transition_to_scene(current_scene, entrance_portal, true)
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