xiandie/scene/ground/scene/animation_root.gd

119 lines
3.3 KiB
GDScript

# @tool
class_name AnimationRoot extends AnimationPlayer
# 在继承 AnimationRoot 的各场景内的脚本中,可以直接调用 DialogueResource
var dialogue_c01 := preload("res://asset/dialogue/c01.dialogue") as DialogueResource
var dialogue_c02 := preload("res://asset/dialogue/c02.dialogue") as DialogueResource
var dialogue_c03 := preload("res://asset/dialogue/c03.dialogue") as DialogueResource
var dialogue_c04 := preload("res://asset/dialogue/c04.dialogue") as DialogueResource
var dialogue_c05 := preload("res://asset/dialogue/c05.dialogue") as DialogueResource
var dialogue_c06 := preload("res://asset/dialogue/c06.dialogue") as DialogueResource
@export var data = {
# 首次进入场景时触发
"oneshot_animation_played": false
}
var oneshot_animation := ""
var ground_archive: GroundArchive
var ground: Ground2D
# 继承覆盖该方法
func _default_data() -> Dictionary:
print("read default data from root")
return {}
func _ready() -> void:
ground = get_node("..")
if not ground:
printerr("ground not found")
return
if ground.restarting:
print("restarting: skip animation root _ready()")
return
data.merge(_default_data(), true)
if Engine.is_editor_hint():
# notify_property_list_changed()
# 更新 oneshot_animation 的可选项
animation_libraries_updated.connect(notify_property_list_changed)
return
ground_archive = ArchiveManager.archive.ground_archive() as GroundArchive
var archive_data = ground_archive.get_data(name)
# merge data
for key in archive_data.keys():
if data.has(key):
data[key] = archive_data[key]
# 等待 DeployLayer 先加载完成
if not ground.is_node_ready():
ground.ready.connect(_on_ground_ready)
else:
_on_ground_ready()
ready.connect(_on_ready)
func _on_ground_ready() -> void:
pass
func _on_ready() -> void:
if Engine.is_editor_hint():
return
# 仅在首次进入场景时触发
if oneshot_animation:
if not data["oneshot_animation_played"]:
play(oneshot_animation)
animation_finished.connect(_oneshot_animation_finished, CONNECT_ONE_SHOT)
else:
if GlobalConfig.DEBUG:
print("oneshot_animation_played:", oneshot_animation)
func _oneshot_animation_finished(animation_name) -> void:
if GlobalConfig.DEBUG:
print("oneshot_animation_finished:", animation_name)
set_data("oneshot_animation_played", true)
func set_data(property: StringName, value: Variant) -> bool:
if data.has(property):
ground_archive.set_pair(name, property, value)
data[property] = value
return true
return false
func set_global_entry(property: StringName, value: Variant) -> void:
ArchiveManager.archive.set_global_entry(property, value)
func get_global_value(property: StringName, default_value = null) -> Variant:
var val = ArchiveManager.archive.get_global_value(property)
if val == null:
return default_value
return val
func _get(property: StringName) -> Variant:
if property == "oneshot_animation":
return oneshot_animation
return null
func _set(property: StringName, value: Variant) -> bool:
if property == "oneshot_animation":
oneshot_animation = value
return true
return false
func _get_property_list() -> Array[Dictionary]:
return [
{
"name": "oneshot_animation",
"type": TYPE_STRING,
"hint": PROPERTY_HINT_ENUM_SUGGESTION,
"hint_string": ",".join(get_animation_list()),
}
]