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