xiandie/scene/entity/ambush.gd

246 lines
6.8 KiB
GDScript

@tool
class_name Ambush2D extends Node2D
signal triggered
@export var enabled := true:
set(val):
enabled = val
if is_node_ready():
# sign_mark.enabled = val
_check_sign_display()
@export_enum("enter", "area_enter", "interact") var trigger_mode := "enter":
set(val):
trigger_mode = val
if is_node_ready():
_check_sign_display()
@export var one_shot := true
# 首次进入 tree 就直接启用
@export var on_first_enter_tree := false
@export var freeze_time := 5.0
var hook_animation = ""
@export var lock_player_on_playing_dialogue = true
@export var hook_os_key := ""
@export_enum("c01", "c02", "c03", "c04", "c05", "c06") var hook_dialogue_res = "c01":
set(val):
hook_dialogue_res = val
match val:
"c01":
dialogue_res = dialogue_c01
"c02":
dialogue_res = dialogue_c02
"c03":
dialogue_res = dialogue_c03
"c04":
dialogue_res = dialogue_c04
"c05":
dialogue_res = dialogue_c05
"c06":
dialogue_res = dialogue_c06
if is_node_ready() and Engine.is_editor_hint():
notify_property_list_changed()
var hook_dialogue_title := ""
var hook_method := ""
var dialogue_c01 = preload("res://asset/dialogue/c01.dialogue")
var dialogue_c02 = preload("res://asset/dialogue/c02.dialogue")
var dialogue_c03 = preload("res://asset/dialogue/c03.dialogue")
var dialogue_c04 = preload("res://asset/dialogue/c04.dialogue")
var dialogue_c05 = preload("res://asset/dialogue/c05.dialogue")
var dialogue_c06 = preload("res://asset/dialogue/c06.dialogue")
var dialogue_res = dialogue_c01
var played_time := 0.0
# var played := false:
# set(val):
# if played != val and ground_archive:
# ground_archive.set_pair(name, "played", played)
# played = val
@onready var sign_mark := %Sign as Sign
@onready var area := %Area2D as Area2D
var ground_archive: GroundArchive
var played: bool:
set(val):
played = val
if not Engine.is_editor_hint() and ground_archive:
ground_archive.set_pair(name, "played", played)
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
if Engine.is_editor_hint():
var animation_player = _get_animation_player()
# 更新 hook_animation 的可选项
if animation_player:
animation_player.animation_libraries_updated.connect(notify_property_list_changed)
return
# setup default value
ground_archive = ArchiveManager.archive.ground_archive()
played = ground_archive.get_value(name, "played", false)
played_time = 0.0
sign_mark.enabled = enabled
_check_sign_display()
if played:
if GlobalConfig.DEBUG:
print("Ambush has played, name=", name, " one_shot=", one_shot)
if one_shot:
return
sign_mark.interacted.connect(_interacted)
area.body_entered.connect(_entered)
area.area_entered.connect(_area_entered)
if on_first_enter_tree:
call_deferred("_do_trigger")
func _check_sign_display():
sign_mark.enabled = enabled and (not one_shot or not played)
sign_mark.display_sign = trigger_mode == "interact"
func _get_animation_player() -> AnimationPlayer:
var node = get_parent()
while node and not node is Ground2D:
node = node.get_parent()
if node is Ground2D:
return node.get_node("AnimationPlayer") as AnimationPlayer
return null
var trigger_mutex = Mutex.new()
func _interacted():
if enabled and trigger_mode == "interact":
_do_trigger()
func _entered(_body = null):
if enabled and trigger_mode == "enter":
_do_trigger()
func _area_entered(_area = null):
if enabled and trigger_mode == "area_enter":
_do_trigger()
func _do_trigger():
var time = Time.get_ticks_msec()
# 确保只有一个线程进入该逻辑,因为有时 player 碰撞和首次进入 tree 都会触发该方法
if not trigger_mutex.try_lock():
print("Ambush trigger mutex lock fail, name=", name)
return
print("Ambush trigger mutex locked, name=", name)
if not one_shot and freeze_time > 0:
var time_left = freeze_time - (time - played_time) * 0.001
if time_left > 0:
if GlobalConfig.DEBUG:
print("Ambush freeze time not reached, time left=", time_left)
trigger_mutex.unlock()
return
if one_shot and played:
trigger_mutex.unlock()
return
played_time = time
played = true
trigger_mutex.unlock()
# hook_animation
if hook_animation:
var animation_player = _get_animation_player()
if animation_player:
animation_player.play(hook_animation)
# hook_dialogue
if hook_dialogue_title:
if lock_player_on_playing_dialogue:
SceneManager.freeze_player(0.0)
DialogueManager.show_dialogue_balloon(dialogue_res, hook_dialogue_title)
DialogueManager.dialogue_ended.connect(_on_dialogue_ended, CONNECT_ONE_SHOT)
# hook_os
if hook_os_key:
SceneManager.pop_os_with_str(hook_os_key)
if hook_method:
var animation_player = _get_animation_player()
if animation_player:
animation_player.call(hook_method)
triggered.emit()
if GlobalConfig.DEBUG:
print("ambush triggered! name=", name)
_check_sign_display()
func _on_dialogue_ended(_res):
if GlobalConfig.DEBUG:
print("Ambush dialogue ended")
if lock_player_on_playing_dialogue:
SceneManager.release_player()
func _get(property: StringName) -> Variant:
if property == "hook_dialogue_title":
return hook_dialogue_title
elif property == "hook_animation":
return hook_animation
elif property == "hook_method":
return hook_method
return null
func _set(property: StringName, value: Variant) -> bool:
if property == "hook_dialogue_title":
hook_dialogue_title = value
return true
elif property == "hook_animation":
hook_animation = value
return true
elif property == "hook_method":
hook_method = value
return true
return false
func _get_property_list() -> Array[Dictionary]:
var hint_methods = ""
var hint_animation = ""
if Engine.is_editor_hint():
var animation_player = _get_animation_player()
if animation_player:
# 更新 hook_animation 的可选项
var animation_list = animation_player.get_animation_list()
hint_animation = ",".join(animation_list)
# 更新 hook_method 的可选项
var method_list = animation_player.get_method_list()
var methods = []
for method in method_list:
if (
# bit operation
(method.flags == METHOD_FLAG_NORMAL)
# and method.args.size() == method.default_args.size()
and method.args.is_empty()
and not method.name.begins_with("_")
):
methods.append(method.name)
hint_methods = ",".join(methods)
var hint_dialogue_title = ""
if Engine.is_editor_hint():
hint_dialogue_title = ",".join(dialogue_res.get_ordered_titles())
return [
{
"name": "hook_dialogue_title",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_ENUM_SUGGESTION,
"hint_string": hint_dialogue_title
},
{
"name": "hook_animation",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_ENUM_SUGGESTION,
"hint_string": hint_animation
},
{
"name": "hook_method",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_ENUM_SUGGESTION,
"hint_string": hint_methods
}
]