challenge-editor/scene/game_flow.gd

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GDScript3
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extends Control
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class_name GameFlow
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@onready var back: TextureRect = $back
@onready var event: HBoxContainer = $bottom_container/event
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@onready var place_add: VBoxContainer = $place_add
@onready var animation_player: AnimationPlayer = $AnimationPlayer
@onready var animation_mask: ColorRect = $animation_mask
@onready var character_texture: TextureRect = $hbox/TextureRect/TextureRect/character_texture
@onready var event_panel: Control = $event_panel
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@onready var character_name: Label = $hbox/TextureRect2/vbox/HBoxContainer/character_name
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@onready var map: Control = $map
@onready var date: Label = $hbox/TextureRect2/vbox/date
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@onready var touch_add_pos: Control = $touch_add_pos
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const GAME_FLOW_TOUCH = preload("res://scene/game_flow_touch.tscn")
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const GAME_FLOW_EVENT = preload("res://scene/game_flow_event.tscn")
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const GAME_FLOW_PLACE = preload("res://scene/game_flow_place.tscn")
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var scene_data:Dictionary
func _ready() -> void:
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set_scene(Global.get_now_scene())
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update_date()
Global.time_changed.connect(update_date)
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Global.now_game_flow=self
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var character_data=Global.get_now_character_data()
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character_texture.texture=Database.get_texture(CharacterTool.get_head(character_data))
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character_name.text=CharacterTool.get_character_name(character_data)
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update_game_currency()
Global.game_currency_changed.connect(update_game_currency)
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func set_scene(id:String):
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scene_data=Database.get_scene_data(id)
back.texture=Database.get_texture(scene_data["texture"])
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for i in event.get_children():
i.queue_free()
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for i in place_add.get_children():
i.queue_free()
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for i in touch_add_pos.get_children():
i.queue_free()
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for i in scene_data["quick_event"]:
var new_btn=GAME_FLOW_EVENT.instantiate()
event.add_child(new_btn)
new_btn.set_data(i)
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new_btn.pressed.connect(show_event)
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for i in scene_data["linked_scene"]:
var new_place=GAME_FLOW_PLACE.instantiate()
place_add.add_child(new_place)
new_place.set_data(i)
new_place.pressed.connect(place_pressed)
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pass
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if scene_data.has("touch"):
var touch_data:Dictionary=scene_data["touch"].duplicate()
for i in touch_data.keys():
var new_touch=GAME_FLOW_TOUCH.instantiate()
touch_add_pos.add_child(new_touch)
touch_data[i]["scene_id"]=id
touch_data[i]["name"]=i
new_touch.set_data(touch_data[i])
new_touch.judge()
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func judge_touch():
for i in touch_add_pos.get_children():
i.judge()
func touch_click(data:Dictionary):
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pass
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func update_date():
var time_dic=Global.get_time_dictionary()
date.text=str(time_dic["year"])+"/"+str(time_dic["month"])+"/"+str(time_dic["day"])
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judge_touch()
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func place_pressed(data:Dictionary):
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Global.move_scene(data["id"],data["distance"])
func change_scene(scene_id:String,distance:float):
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animation_mask.show()
animation_player.play("change")
await animation_player.animation_finished
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set_scene(scene_id)
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await get_tree().create_timer(0.2).timeout
animation_player.play_backwards("change")
await animation_player.animation_finished
animation_mask.hide()
pass
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func show_event(event_id:String):
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event_panel.show()
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event_panel.set_event_data(event_id)
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pass
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func _on_map_pressed() -> void:
map.set_map(scene_data["map"])
map.modulate.a=0
var t=get_tree().create_tween()
t.tween_property(map,"modulate:a",1,0.2)
map.show()
pass # Replace with function body.
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func _on_head_btn_pressed() -> void:
%basic_mes.data=Global.get_now_character_data()
%basic_mes.init_from_data()
%basic_mes.show()
pass # Replace with function body.
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func update_game_currency():
%jinqian.text=str(Global.get_currency_game(1))
%shengming.text=str(Global.get_currency_game(0))
%jingshen.text=str(Global.get_currency_game(2))
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#显示交易
func show_trade(NPC_id:String):
%trade.set_data(NPC_id)
%trade.show()
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func _on_save_pressed() -> void:
%save_and_load.show()
%save_and_load.fresh()
pass # Replace with function body.
func _on_load_pressed() -> void:
pass # Replace with function body.
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#显示对应id的鉴定事件
func show_identification(id:String):
%identification.show()
var indetification=Database.get_identifation_data(id)
%identification.set_data(indetification)
pass
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func show_auction(npc_id_array:Array,item_id_array:Array):
%auction.show()
await get_tree().process_frame
await get_tree().process_frame
var npc_data_arr:Array=[]
var item_data_arr:Array=[]
for i in npc_id_array:
var npc_data=Global.get_now_game_npc_data(i)
npc_data_arr.append(npc_data)
for i in item_id_array:
var item_data=Database.get_item_data(i)
item_data_arr.append(item_data)
%auction.set_npc_arr_and_item_arr(npc_data_arr,item_data_arr)