xiandie/scene/entity/ambush.gd
2025-01-12 20:15:18 +08:00

123 lines
2.9 KiB
GDScript

@tool
extends Node2D
signal player_entered
@export var one_shot := true
@export var freeze_time := 5.0
@export var hook_animation = ""
@export var lock_player_on_playing_dialogue = true
@export_enum("c01", "c02") var hook_dialogue_res = "c01":
set(val):
hook_dialogue_res = val
match val:
"c01":
dialogue_res = dialogue_c01
"c02":
dialogue_res = dialogue_c02
if is_node_ready():
notify_property_list_changed()
var hook_dialogue_title = ""
var dialogue_c01 = preload("res://asset/dialogue/c01.dialogue")
var dialogue_c02 = preload("res://asset/dialogue/c02.dialogue")
var dialogue_res = dialogue_c01
var played_time := 0.0
var played := false:
set(val):
played = val
_save_archive()
@onready var area2d = %Area2D as Area2D
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
if Engine.is_editor_hint():
return
_load_archive()
if one_shot and played:
if GlobalConfig.DEBUG:
print("Ambush already played, key=", _get_key())
return
area2d.body_entered.connect(_entered)
func _get_key() -> String:
var ground_loader = get_node_or_null("../../..") as GroundLoader
if ground_loader:
return ground_loader.current_scene + "_" + name
return name
func _save_archive():
if Engine.is_editor_hint():
return
ArchiveManager.archive.ambush_data[_get_key()] = {"played": played}
func _load_archive():
if Engine.is_editor_hint():
return
var key = _get_key()
if ArchiveManager.archive.ambush_data.has(key):
var data = ArchiveManager.archive.ambush_data[key]
if data.has("played"):
played = data.played
func _entered(_body):
if not one_shot:
var time = Time.get_ticks_msec()
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)
return
played_time = time
# hook_animation
if hook_animation:
$AnimationPlayer.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)
if one_shot:
played = true
player_entered.emit()
print("ambush body_entered!")
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
return null
func _set(property: StringName, value: Variant) -> bool:
if property == "hook_dialogue_title":
hook_dialogue_title = value
return true
return false
func _get_property_list() -> Array[Dictionary]:
return [
{
"name": "hook_dialogue_title",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_ENUM_SUGGESTION,
"hint_string": ",".join(dialogue_res.get_ordered_titles())
}
]