337 lines
9.4 KiB
GDScript
337 lines
9.4 KiB
GDScript
@tool
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class_name PropHud extends Control
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signal current_item_changed(prop_key: String)
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@export_group("DebugItem")
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@export var enable_item := false:
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set(value):
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if value:
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enable_item = false
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enable_prop_item(item_key)
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@export var item_key: String
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@export_group("Inventory")
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@export var inventory: PropInventory:
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set(value):
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inventory = value
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if inventory:
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inventory.current_item_changed.connect(current_item_changed.emit)
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@export_group("UI-UX")
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@export var display_time := 2.5 # 不包含渐入渐出(约 0.6s)的时长
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@export var locked := false:
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set(value):
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locked = value
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if value:
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selected = false
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@export var selected := false:
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set(value):
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selected = value
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if is_node_ready():
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%Mark.visible = value
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mark.modulate.a = 1.0
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@onready var sfx_click = %SfxClick as Sfx
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@onready var left_btn = %LeftButton as TextureButton
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@onready var right_btn = %RightButton as TextureButton
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@onready var panel = %HudPanel as TextureButton
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@onready var prop = %Prop as TextureRect
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@onready var prop_container = %PropContainer as Container
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@onready var mark = %Mark as TextureRect
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@onready var title_label = %TitleLabel as Label
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var items_dict := {}
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# 从配置文件加载 prop items
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var item_config_res = preload("res://asset/dialogue/item_description.dialogue")
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var path_prefix = "res://asset/art/prop/"
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var cached_inventory_textures := {}
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var listen_mouse = false
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var displaying = false
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var timer := Timer.new()
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var display_tween: Tween
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var container_tween: Tween
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func _ready() -> void:
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_load_items()
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_load_from_archive()
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if Engine.is_editor_hint():
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return
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focus_exited.connect(_on_focus_exited)
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ArchiveManager.archive_loaded.connect(_load_from_archive)
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# tween timer
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timer.wait_time = display_time
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timer.one_shot = true
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timer.autostart = false
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timer.timeout.connect(_on_timer_timeout)
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add_child(timer)
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# connect signals
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left_btn.pressed.connect(on_left_pressed)
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right_btn.pressed.connect(on_right_pressed)
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panel.pressed.connect(_on_panel_pressed)
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%Mark.visible = selected
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mark.modulate.a = 0.8
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title_label.modulate.a = 0.0
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# _toggle_btn_ability(false)
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left_btn.modulate.a = 0.5
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right_btn.modulate.a = 0.5
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mouse_entered.connect(_on_mouse_entered)
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mouse_exited.connect(_on_mouse_exited)
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func _on_focus_exited() -> void:
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if selected:
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selected = false
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func _load_items():
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var id = item_config_res.titles["PropItems"]
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var current_line = item_config_res.lines[id]
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while current_line:
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if current_line.has("tags") and current_line.has("translation_key"):
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var wrapped_texture := "texture="
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var wrapped_inspect := "inspect="
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var texture_path = ""
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var inspect_path = ""
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for t in current_line.tags:
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if t.begins_with(wrapped_texture):
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texture_path = t.replace(wrapped_texture, "").strip_edges()
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elif t.begins_with(wrapped_inspect):
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inspect_path = t.replace(wrapped_inspect, "").strip_edges()
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var item = PropItem.new()
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item.key = current_line.translation_key
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if texture_path:
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item.texture_path = path_prefix + texture_path
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if inspect_path:
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item.inspect_path = path_prefix + inspect_path
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items_dict[item.key] = item
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if not current_line.has("next_id") or current_line.next_id == "end":
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break
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current_line = item_config_res.lines[current_line.next_id]
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func _load_from_archive() -> void:
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if ArchiveManager.archive:
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inventory = ArchiveManager.archive.prop_inventory
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_load_texture_cache()
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_update_prop_display_with_texture()
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func _load_texture_cache() -> void:
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if not inventory:
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return
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cached_inventory_textures.clear()
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for key in inventory.enabled_items:
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# 以 items_dict 为准,如果 enabled_items 中的 key 不存在,则删除
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if not key in items_dict:
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inventory.enabled_items.erase(key)
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continue
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var path = items_dict[key].texture_path
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if not path:
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continue
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var texture = load(path) as Texture2D
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if texture:
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cached_inventory_textures[key] = texture
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# wrap index
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inventory.current_index = wrapi(inventory.current_index, 0, inventory.enabled_items.size())
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func _update_prop_display_with_texture():
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if not inventory:
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return
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if inventory.enabled_items.size() == 0:
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prop.texture = null
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return
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var item = items_dict[inventory.current_item_key()]
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if not item:
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prop.texture = null
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push_error("PropItem is null! index=" + str(inventory.current_index))
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return
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if item.key in cached_inventory_textures:
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prop.texture = cached_inventory_textures[item.key]
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else:
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prop.texture = null
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title_label.text = tr(item.key)
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func on_left_pressed() -> void:
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if locked:
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return
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sfx_click.play()
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_mouse_moved_on_listening()
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if inventory.index_wrap_add(-1):
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selected = false
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_update_prop_display_with_texture()
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_tween_container(true)
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func on_right_pressed() -> void:
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if locked:
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return
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sfx_click.play()
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_mouse_moved_on_listening()
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if inventory.index_wrap_add(1):
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selected = false
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_update_prop_display_with_texture()
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_tween_container(false)
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func _tween_container(left_to_right := true) -> void:
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if container_tween and container_tween.is_running():
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container_tween.kill()
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container_tween = create_tween()
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if left_to_right:
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container_tween.tween_property(prop_container, "offset_left", 0.0, 0.3).from(-200.0)
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prop_container.offset_right = 0.0
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else:
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container_tween.tween_property(prop_container, "offset_right", 0.0, 0.3).from(200.0)
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prop_container.offset_left = 0.0
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func _on_panel_pressed() -> void:
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if locked:
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return
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sfx_click.play()
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if not selected:
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focus_mode = FOCUS_ALL
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grab_focus()
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selected = true
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_mouse_moved_on_listening()
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func _on_mouse_entered() -> void:
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if locked:
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return
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listen_mouse = true
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_mouse_moved_on_listening()
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func _on_mouse_exited() -> void:
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listen_mouse = false
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func _mouse_moved_on_listening() -> void:
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if not displaying:
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toggle_details(true)
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return
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timer.start(display_time)
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func _on_timer_timeout() -> void:
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toggle_details(false)
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func _unhandled_input(event: InputEvent) -> void:
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if locked:
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return
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if event.is_action_pressed("prop_left"):
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on_left_pressed()
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get_viewport().set_input_as_handled()
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elif event.is_action_pressed("prop_right"):
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on_right_pressed()
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get_viewport().set_input_as_handled()
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elif event.is_action_pressed("prop_select"):
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_on_panel_pressed()
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get_viewport().set_input_as_handled()
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func _input(event: InputEvent) -> void:
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if locked:
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return
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if listen_mouse and (event is InputEventMouseMotion or event is InputEventScreenTouch):
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_mouse_moved_on_listening()
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func toggle_details(display := true) -> void:
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if display_tween and display_tween.is_running():
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display_tween.kill()
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display_tween = create_tween()
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if display:
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displaying = true
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_toggle_btn_ability(true)
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display_tween.parallel().tween_property(title_label, "modulate:a", 1.0, 0.3)
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display_tween.parallel().tween_property(left_btn, "modulate:a", 1.0, 0.3)
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display_tween.parallel().tween_property(right_btn, "modulate:a", 1.0, 0.3)
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display_tween.parallel().tween_property(mark, "modulate:a", 1.0, 0.3)
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display_tween.parallel().tween_property(mark, "scale", Vector2(1.1, 1.1), 0.3).set_trans(
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Tween.TRANS_CUBIC
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)
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display_tween.tween_property(mark, "scale", Vector2.ONE, 0.2).set_trans(Tween.TRANS_CUBIC)
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timer.start(display_time)
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else:
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displaying = false
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display_tween.tween_property(mark, "modulate:a", 0.8, 0.6)
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display_tween.parallel().tween_property(title_label, "modulate:a", 0.0, 0.6)
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display_tween.parallel().tween_property(left_btn, "modulate:a", 0.5, 0.5)
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display_tween.parallel().tween_property(right_btn, "modulate:a", 0.5, 0.5)
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# display_tween.tween_callback(_toggle_btn_ability.bind(false))
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timer.stop()
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func _toggle_btn_ability(v: bool) -> void:
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left_btn.disabled = !v
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right_btn.disabled = !v
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func enable_prop_item(prop_key: String) -> void:
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if not inventory or not prop_key:
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return
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if not items_dict.has(prop_key):
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push_error("PropItem not found! key=" + prop_key)
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return
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inventory.enable_item(prop_key)
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_load_texture_cache()
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_update_prop_display_with_texture()
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# save to archive immediately
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ArchiveManager.save_all()
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var inspector = SceneManager.get_inspector()
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if inspector:
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var texture = load(items_dict[prop_key].inspect_path) as Texture2D
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inspector.pop_prop_inspection(texture)
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var prop_title = tr(prop_key)
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var obtain_str = tr("ui_获得")
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var text = "~ " + prop_key + "\n" + obtain_str + ": " + prop_title
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text += "[#item][ID:" + prop_title + "]\n=> END"
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var prop_res = DialogueManager.create_resource_from_text(text)
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DialogueManager.show_dialogue_balloon(prop_res, prop_key)
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func disable_prop_item(prop_key: String) -> void:
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if not inventory or not prop_key:
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return
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inventory.disable_item(prop_key)
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_load_texture_cache()
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_update_prop_display_with_texture()
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# save to archive immediately
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ArchiveManager.save_all()
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var shake_tween
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# 使用无效道具,抖动提示
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func on_toggle_invalid_prop():
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if GlobalConfig.DEBUG:
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print("使用无效道具. current prop:", inventory.current_item_key())
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if not inventory or not inventory.current_item_key():
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return
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if shake_tween:
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shake_tween.kill()
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# 抖动效果,逐渐减弱
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shake_tween = create_tween()
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var fps := 15.0
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var duration := 0.8
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var delta := 12.0
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var origin_pos = Vector2.ZERO
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var count = int(duration * fps)
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var delta_t = 1.0 / fps
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prop.modulate = Color(1.0, 0.6, 0.6, 1.0)
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for i in range(count):
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var offset = Vector2(randf_range(-delta, delta), randf_range(-delta, delta)) * exp(-i)
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shake_tween.tween_property(prop, "position", origin_pos + offset, delta_t).set_trans(
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Tween.TRANS_CUBIC
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)
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shake_tween.tween_callback(_reset_prop_modulate)
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func _reset_prop_modulate():
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prop.modulate = Color(1.0, 1.0, 1.0, 1.0)
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