Basic events system started.

This commit is contained in:
2025-05-06 11:07:16 -05:00
parent 4ad63b8c41
commit b9f0295722
22 changed files with 325 additions and 103 deletions

52
scripts/Events/Event.gd Normal file
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class_name Event extends Node
const OverworldEntity = preload("res://scripts/Entities/OverworldEntity.gd");
var started:bool = false;
var ended:bool = false;
var interactor:OverworldEntity = null
var interactee:OverworldEntity = null
# Godot Methods
func _init() -> void:
pass
func _process(delta: float) -> void:
if !started || ended:
return
self.update(delta)
if self.isDone():
self.end()
# Event methods (cleaned up)
func start() -> void:
assert(started == false)
started = true
func update(delta:float) -> void:
assert(started == true)
assert(ended == false)
func isDone() -> bool:
return true
func end() -> void:
assert(ended == false)
ended = true
func reset() -> void:
started = false
ended = false
interactor = null
interactee = null
func onEntityInteract(
interactor:OverworldEntity,
interactee:OverworldEntity
) -> void:
self.reset()
self.interactor = interactor
self.interactee = interactee
self.start()

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uid://cl3vqv8bwyoeu

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class_name EventGroup extends "res://scripts/Events/EventWithChildren.gd"
enum ProcessType {
SEQUENTIAL,
PARALLEL,
}
@export var processType:ProcessType = ProcessType.SEQUENTIAL;
var childIndex:int = 0
func start() -> void:
super.start()
# If sequential, start first child
if processType == ProcessType.SEQUENTIAL:
childIndex = -1
nextChild()
# If parallel, start all children
elif processType == ProcessType.PARALLEL:
for child in childEvents:
startChild(child)
func update(delta:float) -> void:
super.update(delta)
# If sequential, see if the current child is done, if so go to next child
if processType == ProcessType.SEQUENTIAL:
if childIndex < 0 || childIndex >= childEvents.size():
return
if childEvents[childIndex].isDone():
nextChild()
func nextChild() -> void:
childIndex += 1
if childIndex >= childEvents.size():
return
startChild(childEvents[childIndex])
func isDone() -> bool:
if !super.isDone():
return false
# If sequential, check if we've reached the end of the children
if processType == ProcessType.SEQUENTIAL:
return childIndex >= childEvents.size()
# If parallel, check if all children are done
elif processType == ProcessType.PARALLEL:
for child in childEvents:
if !child.isDone():
return false
return true
return false
func end() -> void:
super.end()
for child in childEvents:
if child.ended || !child.started:
continue
child.end()
func reset() -> void:
super.reset()
childIndex = -1
for child in childEvents:
child.reset()
func startChild(child:Event) -> void:
# Inherits some properties from this event.
child.interactee = self.interactee
child.interactor = self.interactor
child.start()

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class_name EventPause extends "res://scripts/Events/Event.gd"
const PauseSystem = preload("res://scripts/Singletons/Pause.gd")
@export var pauseType:PauseSystem.PauseType = PauseSystem.PauseType.ENTITY_PAUSED
@export var entities:Array[OverworldEntity] = []
@export var includeInteractee:bool = true
@export var includeInteractor:bool = true
func start() -> void:
var ents:Array[OverworldEntity] = entities
if interactor != null and includeInteractor:
ents.append(interactor)
if interactee != null and includeInteractee:
ents.append(interactee)
PAUSE.pause(pauseType, ents)

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uid://bv36suxm08vqe

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class_name EventTextbox extends "res://scripts/Events/Event.gd"
# @export var text:Array[String] = [ "Hello Text" ];
@export var text:String = "Hello Text"
func start() -> void:
super.start()
VN.getTextbox().setText(self.text);
func isDone() -> bool:
return super.isDone() && VN.getTextbox().isClosed;

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class_name EventWithChildren extends "res://scripts/Events/Event.gd"
var childEvents:Array[Event] = []
func _init() -> void:
super._init()
_updateChildEvents()
_updateChildEvents()
self.child_entered_tree.connect(onChildEntered)
self.child_exiting_tree.connect(onChildExited)
func _updateChildEvents() -> void:
childEvents = []
for child in get_children():
if child is Event:
childEvents.append(child)
func onChildEntered(child:Node) -> void:
_updateChildEvents()
func onChildExited(child:Node) -> void:
_updateChildEvents()

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