class_name SceneManager extends Node @export var quick_trigger: Array[SceneTrigger] ## ============================== ## References ## ============================== var _scene: ReedScene var _act_manager: ActManager var _props: Dictionary # prop_id -> PropComponent func _ready() -> void: await get_parent().ready _resolve_scene() if _scene == null: push_error("[SceneManager] Parent is not ReedScene.") return _resolve_references() _bind_quick_trigger() func _resolve_scene() -> void: var p := get_parent() if p is ReedScene: _scene = p else: _scene = null func _resolve_references() -> void: _act_manager = _scene._act_manager _props = _scene._prop_map func _bind_quick_trigger() -> void: for i in quick_trigger: var st := i as SceneTrigger if not st: continue var tr := st.trigger_register_conifg as SceneTriggerRegister if not tr: continue var r := tr.get_register(self) if not r: continue if not r.has_signal(tr.monitor_signal): continue r.connect( tr.monitor_signal, func(...args): _on_trigger_fired(st, args) ) #if qt is PropIDSceneTrigger: #_bind_prop_id_trigger(qt) #elif qt is NodePathSceneTrigger: #_bind_node_path_trigger(qt) ### 通过Prop id来绑定signal #func _bind_prop_id_trigger(trigger: PropIDSceneTrigger) -> void: #var prop : Node = _props.get(trigger.prop_id).get_parent() #if prop == null: #return # #var s: StringName = trigger.monitor_signal #if not prop.has_signal(s): #push_error("Prop has no signal: %s" % trigger.monitor_signal) #return # #prop.connect( #trigger.monitor_signal, #func(...args): #_on_trigger_fired(trigger, args) #) # ### 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 func _on_trigger_fired(trigger: SceneTrigger, signal_args: Array) -> void: if not trigger.can_trigger(signal_args): return for i in trigger.trigger_effect_pairs: var sp := i as SceneTriggerEffectPair if not sp.target: continue var t := sp.target.get_effect_target(self) if not t: continue var exs := sp.effect for j in exs: var ex := j as SceneTriggerEffect ex.apply_effect(t) #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) func switch_act_with_id(id: int,trans_overwrite:int = 0) -> void: _act_manager.switch_act_with_id(id,trans_overwrite)