xiandie/manager/deploy/scene/scene_manager.gd

88 lines
2.2 KiB
GDScript

extends Node
enum VIBE {
NORAML,
MYSTERY,
DANGEROUS,
TOUCHING,
}
func get_camera() -> MainCamera:
return get_node_or_null("/root/Main/MainPlayer/CameraFocusMarker/MainCamera") as MainCamera
func get_player() -> MainPlayer:
return get_node_or_null("/root/Main/MainPlayer") as MainPlayer
# lock_time: the time to lock the player action. 0 means lock forever, thus the player will be locked until release_player is called.
func freeze_player(lock_time: float, animation := ""):
var player = get_player()
if player:
player.freeze_player(lock_time, animation)
func set_camera_boundary(size: Vector2) -> void:
var camera = get_camera()
if camera:
camera.limit_left = 0
camera.limit_right = size.x
if GlobalConfig.DEBUG:
print("set camera boundary:", size)
# camera.limit_top = -size.y / 2
# camera.limit_bottom = size.y / 2
else:
printerr("Camera node not found")
func set_player_boundary(size: Vector2) -> void:
var player = get_player()
if player:
size.x = size.x - 30
var rect = Rect2(Vector2(15, -size.y / 2), size)
player.player_movement_rect = rect
if GlobalConfig.DEBUG:
print("set player boundary:", rect)
else:
printerr("Player node not found")
func get_ground_loader() -> GroundLoader:
return get_node_or_null("/root/Main/GroundLoader") as GroundLoader
func pop_notification(msg: String, number := 1) -> void:
var notification_node = get_node_or_null("/root/Main/UILayer/Notification")
if notification_node:
notification_node.show_notification(msg, number)
else:
printerr("Notification node not found")
func pop_dialog(
character: String,
content: String,
character_color := "orange",
content_color := "white",
duration := 2.5
) -> void:
var dialog_node = get_node_or_null("/root/Main/UILayer/Dialog")
if dialog_node:
dialog_node.append_dialog(character, content, character_color, content_color, duration)
else:
printerr("Dialog node not found")
func pop_note(note: String, note_color := "white", duration := 2.5) -> void:
var dialog_node = get_node_or_null("/root/Main/UILayer/Dialog")
if dialog_node:
dialog_node.append_note(note, note_color, duration)
else:
printerr("Dialog node not found")
func get_inspector() -> PropInspector:
return get_node_or_null("/root/Main/PropInspector") as PropInspector