47 lines
1.6 KiB
GDScript
47 lines
1.6 KiB
GDScript
extends Node
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signal stage_updated(event_name: StringName, stage: int)
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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_stage,玩家进行记笔记动作
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if event_name == "handnote_stage" and SceneManager.get_player().character.begins_with("吕萍"):
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SceneManager.freeze_player(1.0, 16, true)
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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) -> void:
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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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# 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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