Ajout de la cinématique de début et refonte du système audio
Et toujours un peu de correction de bug par ci par là
This commit is contained in:
@@ -18,7 +18,7 @@ force/max_rate=false
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force/max_rate_hz=44100
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edit/trim=false
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edit/normalize=false
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edit/loop_mode=0
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edit/loop_mode=2
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edit/loop_begin=0
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edit/loop_end=-1
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compress/mode=2
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@@ -3,12 +3,15 @@ extends Node
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const MIN_VOLUME = -60.
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const MAX_VOLUME = 24.
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const DEFAULT_FADE_TIME : float = 0.5
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@onready var settings : SettingsData = GameInfo.settings_data
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@export var default_fade_time = 0.5
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@export var playing_music : AudioStreamPlayer = null
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@export var playing_ambiance : AudioStreamPlayer = null
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var music_action : AudioAction
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var ambiance_action : AudioAction
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var playing_music : AudioStreamPlayer = null
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var playing_ambiance : AudioStreamPlayer = null
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var default_volumes := {}
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@@ -23,23 +26,93 @@ func _ready():
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)
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SceneManager.scene_loaded.connect(_on_change_scene)
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Dialogic.timeline_started.connect(_on_timeline_started)
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Dialogic.timeline_ended.connect(_on_timeline_ended)
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func _process(_d):
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if music_action:
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playing_music = process_audio_action(
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music_action,
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%Musics,
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playing_music
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)
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music_action = null
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if ambiance_action:
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playing_ambiance = process_audio_action(
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ambiance_action,
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%Ambiance,
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playing_ambiance
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)
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ambiance_action = null
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func process_audio_action(
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audio_action : AudioAction,
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player_search_node: Node,
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current_player: AudioStreamPlayer = null
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) -> AudioStreamPlayer:
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if audio_action is AudioLaunch:
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return process_audio_launch(audio_action, player_search_node, current_player)
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elif audio_action is AudioStop and current_player and current_player.playing:
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stop_player(current_player)
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return null
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func process_audio_launch(
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audio_launch : AudioLaunch,
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player_search_node: Node,
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current_player: AudioStreamPlayer = null,
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) -> AudioStreamPlayer:
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var player = player_search_node.find_child(audio_launch.player_name)
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if not player:
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printerr("Player %s not found in category %s" % [audio_launch.player_name, player_search_node.name])
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return null
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if current_player and current_player.playing and current_player.name == audio_launch.player_name:
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return current_player
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elif current_player:
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stop_player(current_player)
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start_player(player, audio_launch.from_random_time, audio_launch.fade_time)
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return player
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func _on_change_scene(scene : Scene):
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play_ambiance()
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stop_ambiance()
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match scene.scene_id:
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"TITLE":
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play_music("Title")
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play_music("Title", false, 0.0)
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"REGION":
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play_music("Region")
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play_ambiance("Exterior")
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play_music("Region", true)
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play_ambiance("Exterior", true)
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"COCKPIT":
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play_music("Truck")
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play_music("Truck", true)
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func _on_timeline_started():
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var timeline_name = Dialogic.current_timeline.resource_path.split("/")[-1].trim_suffix(".dtl")
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# Timeline name et le nom du fichier de timeline, par exemple demeter_intro
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# Amuse toi Niels ;)
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# Amuse toi Nilou ;)
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func _on_timeline_ended():
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_on_change_scene(SceneManager.actual_scene)
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func play_music(player_name : String = "", from_random_time := false, fade_time := DEFAULT_FADE_TIME):
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music_action = AudioLaunch.new(
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player_name,
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from_random_time,
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fade_time
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)
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func stop_music():
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music_action = AudioStop.new()
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func play_ambiance(player_name : String = "", from_random_time := false, fade_time := DEFAULT_FADE_TIME):
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ambiance_action = AudioLaunch.new(
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player_name,
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from_random_time,
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fade_time
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)
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func stop_ambiance():
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ambiance_action = AudioStop.new()
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func fetch_default_volumes():
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var all_players := get_all_players()
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@@ -79,13 +152,30 @@ func get_players_from_node(node : Node) -> Array[AudioStreamPlayer]:
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streams.append(c)
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return streams
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func set_volume(player : AudioStreamPlayer, to : float, fade_time = default_fade_time) -> Tween:
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func set_volume(player : AudioStreamPlayer, to : float, fade_time := 0.0) -> Tween:
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var fade_tween : Tween = get_tree().create_tween()
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fade_tween.tween_property(player, "volume_db", to, fade_time)
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return fade_tween
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func start_player(player: AudioStreamPlayer, from_random_time = false, fade_time = DEFAULT_FADE_TIME):
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if player and not player.playing:
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player.play(
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0.0 if not from_random_time
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else randf_range(0.0, player.stream.get_length())
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)
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if fade_time > 0.0:
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player.volume_db = MIN_VOLUME
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await set_volume(player, get_volume_from_parent(player), fade_time).finished
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func stop_player(player : AudioStreamPlayer, fade_time = DEFAULT_FADE_TIME):
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if player and player.playing:
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if fade_time > 0.0:
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await set_volume(player, MIN_VOLUME, fade_time).finished
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player.stop()
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player.volume_db = get_volume_from_parent(player)
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func reset_volume(player : AudioStreamPlayer):
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player.volume_db = get_volume_from_parent(player)
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@@ -96,36 +186,23 @@ func play_sfx(sfx_name : String):
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else:
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printerr("Sfx %s not found" % sfx_name)
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func play_music(music_name : String = ""):
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var old_music = playing_music
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playing_music = null
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if old_music:
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await set_volume(old_music, MIN_VOLUME).finished
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if old_music and old_music != playing_music:
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old_music.stop()
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reset_volume(old_music)
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if music_name:
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var player := %Musics.find_child(music_name) as AudioStreamPlayer
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if player:
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playing_music = player
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player.play()
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set_volume(player, get_volume_from_parent(player))
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else:
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printerr("Music %s not found" % music_name)
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class AudioAction:
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pass
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func play_ambiance(ambiance_name : String = ""):
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var old_ambiance = playing_ambiance
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playing_ambiance = null
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if old_ambiance:
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await set_volume(old_ambiance, MIN_VOLUME).finished
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if old_ambiance and old_ambiance != playing_ambiance:
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old_ambiance.stop()
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reset_volume(old_ambiance)
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if ambiance_name:
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var player := %Ambiance.find_child(ambiance_name) as AudioStreamPlayer
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if player:
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playing_ambiance = player
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player.play()
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set_volume(player, get_volume_from_parent(player))
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else:
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printerr("Ambiance %s not found" % ambiance_name)
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class AudioLaunch extends AudioAction:
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var player_name : String
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var from_random_time : bool
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var fade_time : float
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func _init(
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_player_name : String,
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_from_random_time := false,
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_fade_time := DEFAULT_FADE_TIME,
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):
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player_name = _player_name
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from_random_time = _from_random_time
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fade_time = _fade_time
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class AudioStop extends AudioAction:
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pass
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@@ -11,9 +11,7 @@ signal current_region_data_updated(p : RegionData)
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@export var max_mutations_by_plant : int = 2
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@export var dialogs_done : Array[String] = []
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@export var actual_scene : Scene = null
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@export var last_game_scene : Scene = null
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func start_run():
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player_data.inventory.clear()
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@@ -1,7 +1,7 @@
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extends Node
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const SAVE_GAME_LOCATION = "res://stw_demo_save.tres"
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const SAVE_SETTINGS_LOCATION = "res://stw_settings.tres"
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const SAVE_GAME_LOCATION = "user://stw_demo_save.tres"
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const SAVE_SETTINGS_LOCATION = "user://stw_settings.tres"
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var game_loaded = false
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@@ -3,19 +3,20 @@
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importer="texture"
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type="CompressedTexture2D"
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uid="uid://eug5icp6t1h3"
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path="res://.godot/imported/arrow-narrow-up.svg-3e96282c2af955cf23507b48c4348810.ctex"
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path.s3tc="res://.godot/imported/arrow-narrow-up.svg-3e96282c2af955cf23507b48c4348810.s3tc.ctex"
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metadata={
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"vram_texture": false
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"imported_formats": ["s3tc_bptc"],
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"vram_texture": true
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}
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[deps]
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source_file="res://common/icons/arrow-narrow-up.svg"
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dest_files=["res://.godot/imported/arrow-narrow-up.svg-3e96282c2af955cf23507b48c4348810.ctex"]
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dest_files=["res://.godot/imported/arrow-narrow-up.svg-3e96282c2af955cf23507b48c4348810.s3tc.ctex"]
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[params]
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compress/mode=0
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compress/mode=2
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compress/high_quality=false
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compress/lossy_quality=0.7
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compress/uastc_level=0
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@@ -23,7 +24,7 @@ compress/rdo_quality_loss=0.0
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compress/hdr_compression=1
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compress/normal_map=0
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compress/channel_pack=0
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mipmaps/generate=false
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mipmaps/generate=true
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mipmaps/limit=-1
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roughness/mode=0
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roughness/src_normal=""
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@@ -37,7 +38,7 @@ process/normal_map_invert_y=false
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process/hdr_as_srgb=false
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process/hdr_clamp_exposure=false
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process/size_limit=0
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detect_3d/compress_to=1
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detect_3d/compress_to=0
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svg/scale=2.0
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editor/scale_with_editor_scale=false
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editor/convert_colors_with_editor_theme=false
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@@ -1,4 +1,4 @@
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[gd_scene load_steps=8 format=3 uid="uid://dac5wte80dwj0"]
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[gd_scene format=3 uid="uid://dac5wte80dwj0"]
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[ext_resource type="Script" uid="uid://bb44144ckt2w7" path="res://common/scene_manager/scripts/scene_manager.gd" id="1_1c0qu"]
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[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="2_c1lr7"]
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@@ -7,7 +7,8 @@
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[ext_resource type="Resource" uid="uid://boqgwjyxyb45r" path="res://common/scene_manager/scenes/region.tres" id="5_ytog4"]
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[ext_resource type="Resource" uid="uid://c27wenetitwm" path="res://common/scene_manager/scenes/region_selection.tres" id="6_chs32"]
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[ext_resource type="Resource" uid="uid://diro74w272onp" path="res://common/scene_manager/scenes/title.tres" id="7_ol3d5"]
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[ext_resource type="Resource" uid="uid://jegdqnd2sqi2" path="res://common/scene_manager/scenes/astra.tres" id="8_e28ni"]
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[node name="SceneManager" type="Node"]
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[node name="SceneManager" type="Node" unique_id=1630600782]
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script = ExtResource("1_1c0qu")
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scenes = Array[ExtResource("2_c1lr7")]([ExtResource("3_e28ni"), ExtResource("4_msho1"), ExtResource("5_ytog4"), ExtResource("6_chs32"), ExtResource("7_ol3d5")])
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scenes = Array[ExtResource("2_c1lr7")]([ExtResource("3_e28ni"), ExtResource("4_msho1"), ExtResource("5_ytog4"), ExtResource("6_chs32"), ExtResource("7_ol3d5"), ExtResource("8_e28ni")])
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10
common/scene_manager/scenes/astra.tres
Normal file
10
common/scene_manager/scenes/astra.tres
Normal file
@@ -0,0 +1,10 @@
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[gd_resource type="Resource" script_class="Scene" format=3 uid="uid://jegdqnd2sqi2"]
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[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_114vb"]
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[resource]
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script = ExtResource("1_114vb")
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scene_id = "ASTRA"
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scene_path = "res://stages/3d_scenes/astra_base/astra_base.tscn"
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mouse_captured = true
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metadata/_custom_type_script = "uid://1ejbvr3431ac"
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@@ -1,4 +1,4 @@
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[gd_resource type="Resource" script_class="Scene" load_steps=2 format=3 uid="uid://diro74w272onp"]
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[gd_resource type="Resource" script_class="Scene" format=3 uid="uid://diro74w272onp"]
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[ext_resource type="Script" uid="uid://1ejbvr3431ac" path="res://common/scene_manager/scripts/scene.gd" id="1_48g2j"]
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@@ -6,4 +6,5 @@
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script = ExtResource("1_48g2j")
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scene_id = "TITLE"
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scene_path = "res://stages/title_screen/title_screen.tscn"
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need_to_be_saved = false
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metadata/_custom_type_script = "uid://1ejbvr3431ac"
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@@ -4,4 +4,5 @@ class_name Scene
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@export var scene_id : String
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@export_file_path() var scene_path : String
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@export var mouse_captured := false
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@export var need_terrain_generated := false
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@export var need_terrain_generated := false
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@export var need_to_be_saved = true
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@@ -5,6 +5,7 @@ extends Node
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signal scene_loaded(scene : Scene)
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signal scene_node_ready(scene : Scene)
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var actual_scene = null
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var loading_scene = false
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var generating_node = false
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var next_scene_node : Node
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@@ -20,16 +21,21 @@ func search_scenes(scene_id : String) -> Scene:
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else :
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return scenes[scene_pos]
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func change_scene(scene_id : String, with_loading = true):
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if loading_scene or generating_node:
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await scene_node_ready
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func change_to_scene_id(scene_id : String, with_loading = true):
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var scene = search_scenes(scene_id)
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if not scene:
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printerr("Scene %s not found" % scene_id)
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return
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GameInfo.game_data.actual_scene = scene
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change_to_scene(scene, with_loading)
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func change_to_scene(scene : Scene, with_loading = true):
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if loading_scene or generating_node:
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await scene_node_ready
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actual_scene = scene
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loading_scene = true
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var scene_path_to_load = scene.scene_path
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ResourceLoader.load_threaded_request(scene_path_to_load)
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@@ -64,17 +70,21 @@ func change_scene(scene_id : String, with_loading = true):
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if scene.mouse_captured else Input.MOUSE_MODE_VISIBLE
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GameInfo.update_inputs()
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if actual_scene.need_to_be_saved:
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GameInfo.game_data.last_game_scene = scene
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GameInfo.save_game_data()
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if with_loading:
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LoadingScreen.hide_loading_screen()
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func _process(_delta):
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if loading_scene:
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var progress = []
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var load_status := ResourceLoader.load_threaded_get_status(GameInfo.game_data.actual_scene.scene_path, progress)
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var load_status := ResourceLoader.load_threaded_get_status(actual_scene.scene_path, progress)
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LoadingScreen.loading_value = progress[0]
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if load_status == ResourceLoader.THREAD_LOAD_LOADED:
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loading_scene = false
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scene_loaded.emit(GameInfo.game_data.actual_scene)
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scene_loaded.emit(actual_scene)
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if load_status == ResourceLoader.THREAD_LOAD_FAILED or load_status == ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
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printerr()
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elif generating_node:
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@@ -85,4 +95,4 @@ func _process(_delta):
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scene_node_ready.emit()
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elif next_scene_node.is_node_ready():
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generating_node = false
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scene_node_ready.emit(GameInfo.game_data.actual_scene)
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scene_node_ready.emit(actual_scene)
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Reference in New Issue
Block a user