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

128 lines
2.8 KiB
GDScript

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)