208 lines
5.7 KiB
GDScript
208 lines
5.7 KiB
GDScript
@tool
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class_name Interactable2D extends Sprite2D
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# interacted_times 增加后,再发出信号
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signal interacted
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signal interacted_with_key(key)
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signal sign_mark_offset_updated
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# sign_mark 节点在 ready 时会直接读取
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@export var sign_mark_offset := Vector2.ZERO:
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set(val):
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sign_mark_offset = val
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sign_mark_offset_updated.emit(val)
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@export var enabled := true:
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set(val):
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enabled = val
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if is_node_ready():
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_check_sign_display()
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@export var unrevealed_sign_texture: Texture2D
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@export var unmatched_sign_texture: Texture2D
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@export var matched_sign_texture: Texture2D
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@export var mute_when_interacted := false
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@export var mute_when_invalid := false
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@export var one_shot := true
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@export var one_shot_max_times := 1
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@export var disable_prop_after_interacted := false
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@export var interacted_texture: Texture2D
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var prop_key := ""
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var prop_key2 := ""
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var prop_key3 := ""
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@onready var sfx_invalid = $SfxInvalid as Sfx
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@onready var sfx_success = $SfxSuccess as Sfx
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@onready var sign_mark = %Sign as Sign
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@onready var area2d = %Area2D as Area2D
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var ground_archive: GroundArchive
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# 尝试互动的次数
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var tried_times: int:
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set(val):
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tried_times = val
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ground_archive.set_pair(name, "tried_times", val)
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# 成功互动的次数
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var interacted_times: int:
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set(val):
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interacted_times = val
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ground_archive.set_pair(name, "interacted_times", val)
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static var item_config_res = preload("res://asset/dialogue/item_description.dialogue")
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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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area2d.body_entered.connect(_reset)
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area2d.body_exited.connect(_on_cancel)
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sign_mark.interacted.connect(_on_interacted)
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sign_mark.cancel.connect(_on_cancel)
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sign_mark.enabled = enabled
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# setup default value
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ground_archive = ArchiveManager.archive.ground_archive()
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tried_times = ground_archive.get_value(name, "tried_times", 0)
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interacted_times = ground_archive.get_value(name, "interacted_times", 0)
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if interacted_times and interacted_texture:
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texture = interacted_texture
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_check_sign_display()
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func _check_sign_display():
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sign_mark.enabled = enabled and (not one_shot or interacted_times < one_shot_max_times)
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func _reset(_body = null) -> void:
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_reset_sign_testure_to_prop()
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var prop_hud = SceneManager.get_prop_hud() as PropHud
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if not prop_hud.current_item_changed.is_connected(_set_sign_texture_to_prop):
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prop_hud.current_item_changed.connect(_set_sign_texture_to_prop)
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func _reset_sign_testure_to_prop():
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var key = SceneManager.get_current_prop(false)
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_set_sign_texture_to_prop(key)
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# 根据当前 prop,调整 sign 所显示的 texture
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func _set_sign_texture_to_prop(key):
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if tried_times == 0:
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# 首次交互前 unrevealed
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sign_mark.sprite2d.texture = unrevealed_sign_texture
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return
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# 目前默认都显示 matched_sign_texture
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sign_mark.sprite2d.texture = matched_sign_texture
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# if is_key_matched(key):
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# sign_mark.sprite2d.texture = matched_sign_texture
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# else:
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# sign_mark.sprite2d.texture = unmatched_sign_texture
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func _on_cancel(_body = null) -> void:
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# disconnect signal
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var prop_hud = SceneManager.get_prop_hud() as PropHud
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if prop_hud and prop_hud.current_item_changed.is_connected(_set_sign_texture_to_prop):
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prop_hud.current_item_changed.disconnect(_set_sign_texture_to_prop)
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var interact_mutex = Mutex.new()
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func is_key_matched(key) -> bool:
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return (
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# 第一个 prop_key 若空,则表示不需要匹配
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not prop_key
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or (
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# 只要有一个 prop_key 匹配即可
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(prop_key and key == prop_key)
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or (prop_key2 and key == prop_key2)
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or (prop_key3 and key == prop_key3)
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)
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)
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func _on_interacted() -> void:
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interact_mutex.lock()
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tried_times += 1
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if one_shot and interacted_times >= one_shot_max_times:
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interact_mutex.unlock()
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return
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var key = SceneManager.get_current_prop(false)
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if not is_key_matched(key):
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if not mute_when_invalid:
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sfx_invalid.play()
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sign_mark.invalid_shake(matched_sign_texture, unmatched_sign_texture)
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# SceneManager.on_toggle_invalid_prop()
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interact_mutex.unlock()
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return
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if not mute_when_interacted:
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sfx_success.play()
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if disable_prop_after_interacted and key:
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SceneManager.disable_prop_item(key)
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interacted_times += 1
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if interacted_texture:
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texture = interacted_texture
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# interacted_times 增加后,再发出信号
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interacted.emit()
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interacted_with_key.emit(key)
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EventManager.prop_interacted(name, key, interacted_times)
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# print("%s interacted with %s. total times: %s" % [name, key, interacted_times])
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interact_mutex.unlock()
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_check_sign_display()
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_reset_sign_testure_to_prop()
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func _get_property_list() -> Array[Dictionary]:
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var items = []
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if Engine.is_editor_hint():
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var id = item_config_res.titles["PropItems"]
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var current_line = item_config_res.lines[id]
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while current_line:
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if current_line.has("translation_key"):
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items.append(current_line.translation_key)
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if not current_line.has("next_id") or current_line.next_id == "end":
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break
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current_line = item_config_res.lines[current_line.next_id]
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return [
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{
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"name": "prop_key",
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"type": TYPE_STRING,
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"hint": PROPERTY_HINT_ENUM_SUGGESTION,
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"hint_string": ",".join(items),
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},
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{
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"name": "prop_key2",
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"type": TYPE_STRING,
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"hint": PROPERTY_HINT_ENUM_SUGGESTION,
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"hint_string": ",".join(items),
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},
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{
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"name": "prop_key3",
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"type": TYPE_STRING,
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"hint": PROPERTY_HINT_ENUM_SUGGESTION,
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"hint_string": ",".join(items),
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}
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]
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func _get(property: StringName) -> Variant:
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if property == "prop_key":
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return prop_key
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elif property == "prop_key2":
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return prop_key2
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elif property == "prop_key3":
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return prop_key3
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return null
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func _set(property: StringName, value: Variant) -> bool:
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if property == "prop_key":
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prop_key = value
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return true
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elif property == "prop_key2":
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prop_key2 = value
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return true
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elif property == "prop_key3":
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prop_key3 = value
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return true
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return false
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