rename consistency

This commit is contained in:
2025-08-19 19:57:24 -05:00
parent e74896527b
commit 379c7007aa
56 changed files with 43 additions and 36 deletions

3
singleton/GamePhysics.gd Normal file
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class_name GamePhysicsSingleton extends Node
const GRAVITY = Vector3.DOWN * 100

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uid://bj8jxbaikqrhf

1
singleton/Input.gd.uid Normal file
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uid://cxx6dl53tc5ym

32
singleton/Load.gd Normal file
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class_name LoadSingleton extends Node
signal loadStart(scenePath:String, loadId:int)
signal loadEnd(scenePath:String, loadId:int, resource:Resource)
signal loadError(scenePath:String, loadId:int, error:String)
signal loadProgress(scenePath:String, loadId:int, progress:float)
var watchingIds:Array[int] = []
func _process(delta: float) -> void:
var wIds = watchingIds.duplicate()
for watchId in wIds:
var status = ResourceLoader.load_threaded_get_status(watchId)
if status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_LOADED:
watchingIds.erase(watchId)
var resource = ResourceLoader.load_threaded_get(watchId)
loadEnd.emit(watchId, resource)
elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_FAILED:
watchingIds.erase(watchId)
loadError.emit(watchId, "Error loading resource.")
elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_INVALID_RESOURCE:
watchingIds.erase(watchId)
loadError.emit(watchId, "Invalid Resource.")
elif status == ResourceLoader.ThreadLoadStatus.THREAD_LOAD_IN_PROGRESS:
loadProgress.emit(watchId, 0.0)
pass
func load(scenePath:String) -> int:
var loadId = ResourceLoader.load_threaded_request(scenePath)
watchingIds.append(loadId)
loadStart.emit(scenePath, loadId)
return loadId

1
singleton/Load.gd.uid Normal file
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uid://dfpml5awf5i35

6
singleton/Load.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://c8shl8u156rfi"]
[ext_resource type="Script" uid="uid://dfpml5awf5i35" path="res://singleton/Load.gd" id="1_a3iwn"]
[node name="Load" type="Node"]
script = ExtResource("1_a3iwn")

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singleton/Overworld.gd Normal file
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class_name OverworldSingleton extends Node
signal mapChanged(map:PackedScene, playerDestinationNodeName:String)
var newMapPath:String
var hasFadedOut:bool = false
var playerDestinationNodeName:String
var newMapLoaded:bool = false
func isMapChanging() -> bool:
return newMapPath != ""
func _enter_tree() -> void:
pass
func _exit_tree() -> void:
TRANSITION.fadeOutEnd.disconnect(onFadeOutEnd)
TRANSITION.fadeInEnd.disconnect(onFadeInEnd)
func _process(delta:float) -> void:
if(!isMapChanging()):
return
var status = ResourceLoader.load_threaded_get_status(newMapPath)
if status == ResourceLoader.THREAD_LOAD_FAILED:
push_error("Failed to load map: " + newMapPath)
newMapPath = ""
elif status == ResourceLoader.THREAD_LOAD_INVALID_RESOURCE:
push_error("Failed to load map: " + newMapPath)
newMapPath = ""
elif status == ResourceLoader.THREAD_LOAD_IN_PROGRESS:
print("Map loading in progress for: " + newMapPath)
elif status == ResourceLoader.THREAD_LOAD_LOADED:
newMapLoaded = true
newMapReady()
func mapChange(map:String, playerDestinationNodeName:String) -> void:
# Begin Loading new map
newMapPath = map
playerDestinationNodeName = playerDestinationNodeName
ResourceLoader.load_threaded_request(newMapPath)
# Begin fadeout
hasFadedOut = false
TRANSITION.fade(TransitionSingleton.FadeType.FADE_OUT)
TRANSITION.fadeOutEnd.connect(onFadeOutEnd)
func onFadeOutEnd() -> void:
# Fade out has occurred, are we still waiting for the map to load?
TRANSITION.fadeOutEnd.disconnect(onFadeOutEnd)
hasFadedOut = true
# Make sure we aren't still waiting for the map to load.
if !newMapLoaded:
return
newMapReady()
func newMapReady():
if !hasFadedOut:
return
# Instantiate the new map
var mapResource = ResourceLoader.load_threaded_get(newMapPath)
if mapResource == null:
push_error("Failed to load map resource: " + newMapPath)
return
# Stop tracking new map name
newMapPath = ""
# Emit event
mapChanged.emit(mapResource, playerDestinationNodeName)
# Begin Fade In
TRANSITION.fade(TransitionSingleton.FadeType.FADE_IN)
TRANSITION.fadeInEnd.connect(onFadeInEnd)
func onFadeInEnd() -> void:
TRANSITION.fadeInEnd.disconnect(onFadeInEnd)

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uid://dqtt405nifbhq

30
singleton/Pause.gd Normal file
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class_name PauseSingleton extends Node
var cutscenePaused:bool = false
func cutscenePause() -> void:
cutscenePaused = true
func cutsceneResume() -> void:
cutscenePaused = false
func isMovementPaused() -> bool:
if cutscenePaused:
return true
if !UI.TEXTBOX.isClosed:
return true
if UI.PAUSE.isOpen():
return true
if OVERWORLD.isMapChanging():
return true
return false
func menuPause() -> void:
if UI.PAUSE.isOpen():
UI.PAUSE.close()
else:
UI.PAUSE.open()

1
singleton/Pause.gd.uid Normal file
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uid://dmm23kdp5xcx

1
singleton/Quest.gd Normal file
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class_name QuestSingleton extends Node

1
singleton/Quest.gd.uid Normal file
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uid://cd4lf5sm2aquv

7
singleton/Quest.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://dodd3jx81w40c"]
[ext_resource type="Script" uid="uid://cd4lf5sm2aquv" path="res://singleton/Quest.gd" id="1_u2r0s"]
[node name="Quest" type="Node"]
script = ExtResource("1_u2r0s")
metadata/_custom_type_script = "uid://cd4lf5sm2aquv"

19
singleton/Scene.gd Normal file
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class_name SceneSingleton extends Node
enum SceneType {
UNSET,
INITIAL,
OVERWORLD
}
var currentScene:SceneType = SceneType.UNSET
signal sceneChanged(newScene:SceneType)
func _enter_tree() -> void:
currentScene = SceneType.UNSET
func setScene(newScene:SceneType) -> void:
if currentScene == newScene:
return
currentScene = newScene
sceneChanged.emit(currentScene)

1
singleton/Scene.gd.uid Normal file
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uid://c5q4206r2e3m1

81
singleton/Transition.gd Normal file
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class_name TransitionSingleton extends Control
enum FadeType {
NONE,
FADE_IN,
FADE_OUT
}
signal fadeOutStart
signal fadeOutEnd
signal fadeInStart
signal fadeInEnd
signal fadeUpdate(t:float)
var fadeType:FadeType = FadeType.NONE
var fadeDuration:float = 0.4
var fadeTime:float = 0.0
var inFade = false
func _enter_tree() -> void:
$Overlay.visible = false
func _process(delta: float) -> void:
if fadeType == FadeType.NONE:
return
fadeTime += delta
var t:float = fadeTime / fadeDuration
# Get destination alpha type.
var destAlpha:float = 0.0
var srcAlpha:float
if fadeType == FadeType.FADE_IN:
srcAlpha = 1.0
destAlpha = 0.0
elif fadeType == FadeType.FADE_OUT:
srcAlpha = 0.0
destAlpha = 1.0
# End?
if t >= 1.0:
fadeUpdate.emit(1.0)
var cFade = fadeType
fadeType = FadeType.NONE
$Overlay.color.a = destAlpha
inFade = false
if cFade == FadeType.FADE_OUT:
fadeOutEnd.emit()
elif cFade == FadeType.FADE_IN:
fadeInEnd.emit()
return
# TODO: Use curves
$Overlay.color.a = srcAlpha + (destAlpha - srcAlpha) * t
fadeUpdate.emit(t)
pass
func fade(
fade:FadeType = FadeType.FADE_IN,
duration:float = 0.4,
color:Color = Color(0, 0, 0, 1),
):
if inFade:
push_error("Transition: Cannot start a new fade while another is in progress.")
return
$Overlay.visible = true
$Overlay.color = color
fadeDuration = duration
fadeTime = 0
fadeType = fade
inFade = true
if fade == FadeType.FADE_IN:
fadeInStart.emit()
$Overlay.color.a = 0
elif fade == FadeType.FADE_OUT:
fadeOutStart.emit()
$Overlay.color.a = 1

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uid://iu3m73wtjlho

20
singleton/Transition.tscn Normal file
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[gd_scene load_steps=2 format=3 uid="uid://i4ukelrrsujw"]
[ext_resource type="Script" uid="uid://iu3m73wtjlho" path="res://singleton/Transition.gd" id="1_isjic"]
[node name="Transition" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_isjic")
[node name="Overlay" type="ColorRect" parent="."]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2

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singleton/UI.gd Normal file
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class_name UISingleton extends Control
@export var TEXTBOX: VNTextbox
@export var PAUSE: PauseMenu

1
singleton/UI.gd.uid Normal file
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uid://dq3qyyayugt5l

24
singleton/UI.tscn Normal file
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[gd_scene load_steps=4 format=3 uid="uid://baos0arpiskbp"]
[ext_resource type="PackedScene" uid="uid://bkx3l0kckf4a8" path="res://ui/component/VNTextbox.tscn" id="1_1mtk3"]
[ext_resource type="Script" uid="uid://dq3qyyayugt5l" path="res://singleton/UI.gd" id="1_son71"]
[ext_resource type="PackedScene" uid="uid://c0i5e2dj11d8c" path="res://ui/pause/PauseMenu.tscn" id="2_atyu8"]
[node name="UI" type="Control" node_paths=PackedStringArray("TEXTBOX", "PAUSE")]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_son71")
TEXTBOX = NodePath("VNTextbox")
PAUSE = NodePath("PauseMenu")
[node name="PauseMenu" parent="." instance=ExtResource("2_atyu8")]
visible = false
layout_mode = 1
[node name="VNTextbox" parent="." instance=ExtResource("1_1mtk3")]
visible = false
layout_mode = 1