157 lines
4.4 KiB
GDScript
157 lines
4.4 KiB
GDScript
@tool
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extends Node2D
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@export var velocity := 0.1
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@export var area_size := Vector2(500, 150):
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set(val):
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area_size = val
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queue_redraw()
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@export var gizmo_outline_color := Color(0.5, 0.3, 0.4, 0.8):
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set(val):
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gizmo_outline_color = val
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queue_redraw()
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@onready var remote_node := $Node2D
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@onready var remote_sprite := %Sprite2D
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@onready var sign_mark := %Sign as Sign
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var interacted_x = -10000
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func _draw() -> void:
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if Engine.is_editor_hint():
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# draw gizmo
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var area_rect = Rect2(Vector2.ZERO, area_size)
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# fill
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var fill_color = gizmo_outline_color
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fill_color.a = 0.4
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draw_rect(area_rect, fill_color)
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# outline
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draw_rect(area_rect, gizmo_outline_color, false, 1.0)
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# 最多保持 4 个点; 先生成两个在左侧,再生成两个在右侧,然后再回到左侧,以此循环,形成左右摇摆的闭合路径
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var bezier_points = [Vector2(0, 0), Vector2(200, 30), Vector2(350, 60), Vector2(400, 80), Vector2(300, 90), Vector2(250, 120), Vector2(150, 150), Vector2(80, 150), Vector2(0, 150)]
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var current_position = Vector2.ZERO
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var weight := 0.0
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func _ready() -> void:
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if Engine.is_editor_hint():
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return
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# 手动配置运动点
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# # init points
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# for i in range(5):
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# bezier_points.append(_rand_point())
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sign_mark.enabled = visible
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sign_mark.interacted.connect(_on_interacted)
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visibility_changed.connect(_on_visibility_changed)
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interacted_x = ArchiveManager.archive.ground_archive().get_value(
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name, "interacted_x", interacted_x
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)
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if interacted_x > -10000:
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remote_node.position = Vector2(interacted_x, area_size.y)
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remote_sprite.material = null
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func _on_visibility_changed() -> void:
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sign_mark.enabled = visible
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func _next_point() -> void:
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# remove the first point
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bezier_points.remove_at(0)
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# # add a new point
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# bezier_points.append(_rand_point())
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func _on_interacted() -> void:
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if interacted_x == -10000:
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_set_current_x_as_interacted_x()
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var inspect_texture = preload("res://asset/art/scene/c01/s07_书店外/纸片_正面.png")
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SceneManager.get_inspector().pop_prop_inspection("", inspect_texture, true)
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func _set_current_x_as_interacted_x() -> void:
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interacted_x = remote_node.position.x
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remote_node.position.y = area_size.y
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remote_sprite.material = null
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ArchiveManager.archive.ground_archive().set_pair(name, "interacted_x", interacted_x)
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if GlobalConfig.DEBUG:
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print("interacted_x:", interacted_x)
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# var _generated_points = -1
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# func _rand_point() -> Vector2:
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# _generated_points += 1
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# # upleft,mid,downright,upright,mid,downleft,...
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# match _generated_points % 6:
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# 0:
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# _generated_points = 0
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# # upleft
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# return Vector2(
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# randf_range(0, area_size.x * 0.3), randf_range(area_size.y * 0.6, area_size.y)
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# )
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# 1:
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# # upleft to center
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# return Vector2(
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# randf_range(area_size.x * 0.4, area_size.x * 0.6),
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# randf_range(area_size.y * 0.3, area_size.y * 0.7)
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# )
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# 2:
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# # center to downright
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# return Vector2(
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# randf_range(area_size.x * 0.7, area_size.x), randf_range(0, area_size.y * 0.4)
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# )
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# 3:
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# # downright to upright
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# return Vector2(
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# randf_range(area_size.x * 0.7, area_size.x),
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# randf_range(area_size.y * 0.6, area_size.y)
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# )
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# 4:
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# # upright to center
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# return Vector2(
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# randf_range(area_size.x * 0.4, area_size.x * 0.6),
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# randf_range(area_size.y * 0.3, area_size.y * 0.7)
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# )
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# _:
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# # center to downleft
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# return Vector2(randf_range(0, area_size.x * 0.3), randf_range(0, area_size.y * 0.4))
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# 从 bezier_points 中取出 4 个点,然后进行贝塞尔曲线插值
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# 设置到 remote_transform 的 position 与 rotation
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# 速度为 velocity,权重为 weight
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func _process(delta: float) -> void:
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if Engine.is_editor_hint() or not visible or interacted_x > -10000:
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return
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# 如果不到 4 个点,跳过
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if bezier_points.size() < 4:
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return
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weight += velocity * delta
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if weight >= 1.0:
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weight = 0.0
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_next_point()
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# 当不到 4 个点时,落到地上
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if bezier_points.size() < 4:
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remote_node.position.y = area_size.y
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_set_current_x_as_interacted_x()
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return
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var p0 = bezier_points[0]
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var p1 = bezier_points[1]
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var p2 = bezier_points[2]
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var p3 = bezier_points[3]
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var p = p1.cubic_interpolate(p2, p0, p3, weight)
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# var p = p1.bezier_interpolate(p0, p3, p2, weight)
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remote_node.position = p
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# bezier 插值获得角度
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remote_sprite.rotation = lerp_angle(remote_sprite.rotation, p1.angle_to(p2), delta)
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remote_sprite.skew = -remote_sprite.rotation * 0.5
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