godot-plateformer/addons/reedscene/scene/SceneManager.gd

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class_name SceneManager
extends Node
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@export var quick_trigger: Array[SceneTrigger]
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## ==============================
## References
## ==============================
var _scene: ReedScene
var _act_manager: ActManager
var _props: Dictionary # prop_id -> PropComponent
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func _ready() -> void:
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await get_parent().ready
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_resolve_scene()
if _scene == null:
push_error("[SceneManager] Parent is not ReedScene.")
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return
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_resolve_references()
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_bind_quick_trigger()
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func _resolve_scene() -> void:
var p := get_parent()
if p is ReedScene:
_scene = p
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else:
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_scene = null
func _resolve_references() -> void:
_act_manager = _scene._act_manager
_props = _scene._prop_map
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func _bind_quick_trigger() -> void:
for qt in quick_trigger:
if qt is PropIDSceneTrigger:
_bind_prop_id_trigger(qt)
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elif qt is NodePathSceneTrigger:
_bind_node_path_trigger(qt)
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## 通过Prop id来绑定signal
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func _bind_prop_id_trigger(trigger: PropIDSceneTrigger) -> void:
var prop : Node = _props.get(trigger.prop_id).get_parent()
if prop == null:
return
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var s: StringName = trigger.monitor_signal
if not prop.has_signal(s):
push_error("Prop has no signal: %s" % trigger.monitor_signal)
return
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prop.connect(
trigger.monitor_signal,
func(...args):
_on_trigger_fired(trigger, args)
)
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## 通过NodePath来绑定signal
func _bind_node_path_trigger(trigger: NodePathSceneTrigger) -> void:
if trigger.path.is_empty():
return
var n : Node = self.get_node_or_null(trigger.path)
if n == null:
return
var s: StringName = trigger.monitor_signal
if not n.has_signal(s):
push_error("Prop has no signal: %s" % trigger.monitor_signal)
return
n.connect(
trigger.monitor_signal,
func(...args):
_on_trigger_fired(trigger, args)
)
## 当信号触发
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func _on_trigger_fired(trigger: SceneTrigger, signal_args: Array) -> void:
if not trigger.can_trigger(signal_args):
return
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var target_act_id: int = trigger.target_act_id
var trans_overwrite: int = trigger.trans_overwrite
if target_act_id < 0:
return
_act_manager.switch_act_with_id(target_act_id,trans_overwrite)