add console panel, still have scroll problem
This commit is contained in:
@ -7,28 +7,43 @@ public class GameRoot : Node {
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StalkerCore mStalkerCore;
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public override void _Ready() {
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mMenuManager = GetNode<MenuManager>("UILayer/MenuManager");
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mMenuManager = GetNode<MenuManager>("MenuManager");
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mStalkerCore = GetNode<StalkerCore>("StalkerCore");
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mMenuManager.Connect(nameof(MenuManager.SetMouseCapture), this, nameof(Proc_MenuManager_SetMouseCapture));
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//mMenuManager.Connect(nameof(MenuManager.SetMouseCapture), this, nameof(Proc_MenuManager_SetMouseCapture));
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mMenuManager.Connect(nameof(MenuManager.ExitGame), this, nameof(Proc_MenuManager_ExitGame));
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// raw executing this func
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// to set proper status
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Proc_MenuManager_SetMouseCapture();
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//// raw executing this func
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//// to set proper status
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//Proc_MenuManager_SetMouseCapture();
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BallanceStalkerCore.StalkerManager.Singleton.EventControllerChanged += Proc_StalkerManager_EventControllerChanged;
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BallanceStalkerCore.StalkerManager.Singleton.SetEventController(BallanceStalkerCore.EventControllerSource.None);
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}
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private void Proc_StalkerManager_EventControllerChanged(BallanceStalkerCore.EventControllerSource obj) {
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switch (obj) {
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case BallanceStalkerCore.EventControllerSource.None:
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Input.SetMouseMode(Input.MouseMode.Captured);
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break;
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case BallanceStalkerCore.EventControllerSource.Menu:
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case BallanceStalkerCore.EventControllerSource.Console:
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case BallanceStalkerCore.EventControllerSource.Chat:
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Input.SetMouseMode(Input.MouseMode.Visible);
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break;
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}
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}
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public override void _Input(InputEvent @event) {
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}
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private void Proc_MenuManager_SetMouseCapture() {
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if (mMenuManager.Visible) {
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Input.SetMouseMode(Input.MouseMode.Visible);
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} else {
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Input.SetMouseMode(Input.MouseMode.Captured);
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}
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}
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//private void Proc_MenuManager_SetMouseCapture() {
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// if (mMenuManager.Visible) {
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// Input.SetMouseMode(Input.MouseMode.Visible);
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// } else {
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// Input.SetMouseMode(Input.MouseMode.Captured);
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// }
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//}
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private void Proc_MenuManager_ExitGame() {
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GetTree().Notification(MainLoop.NotificationWmQuitRequest);
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}
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98
scripts/stages/ConsolePanel.cs
Normal file
98
scripts/stages/ConsolePanel.cs
Normal file
@ -0,0 +1,98 @@
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using Godot;
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using System;
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using System.Collections.Generic;
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public enum LabelConsoleMessageType {
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Normal,
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Highlight,
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Error
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}
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public class ConsolePanel : Control {
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private LineEdit mCmdInput;
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private ScrollContainer mScrollbar;
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private VBoxContainer mMessageContainer;
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private PackedScene mTemplateLabelConsole;
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private Queue<LabelConsole> mMessageQueue = new Queue<LabelConsole>();
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private readonly int QUEUE_MAX_SIZE = 100;
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public override void _Ready() {
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mTemplateLabelConsole = ResourceLoader.Load<PackedScene>("res://scenes/user_interface/LabelConsole.tscn");
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mCmdInput = GetNode<LineEdit>("CommandInput");
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mScrollbar = GetNode<ScrollContainer>("ScrollSet/Scrollbar");
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mMessageContainer = GetNode<VBoxContainer>("ScrollSet/Scrollbar/MessageContainer");
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mCmdInput.Connect("text_entered", this, nameof(Proc_LineEdit_TextEntered));
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BallanceStalkerCore.StalkerManager.Singleton.EventControllerChanged += Proc_StalkerManager_EventControllerChanged;
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}
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private void Proc_StalkerManager_EventControllerChanged(BallanceStalkerCore.EventControllerSource obj) {
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if (obj == BallanceStalkerCore.EventControllerSource.Chat) {
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this.Visible = true;
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mCmdInput.GrabFocus();
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} else if (obj == BallanceStalkerCore.EventControllerSource.Console) {
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// same process of chat
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// but only add a extra preset charcater in cmd input
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this.Visible = true;
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mCmdInput.Text = "/";
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mCmdInput.CaretPosition = 1;
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mCmdInput.GrabFocus();
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} else {
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this.Visible = false;
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}
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}
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public override void _Input(InputEvent @event) {
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if (!this.Visible) return;
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if (@event.IsActionPressed("ballance_esc")) {
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// clean input
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mCmdInput.Text = "";
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// back to camera
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BallanceStalkerCore.StalkerManager.Singleton.SetEventController(BallanceStalkerCore.EventControllerSource.None);
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// mark handled to prevent loop call
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GetTree().SetInputAsHandled();
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}
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}
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private void AddMessage(string strl, LabelConsoleMessageType t) {
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LabelConsole target;
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if (mMessageQueue.Count > QUEUE_MAX_SIZE) {
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// popup last item and remove it from scene first
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target = mMessageQueue.Dequeue();
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mMessageContainer.RemoveChild(target);
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} else {
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target = mTemplateLabelConsole.Instance<LabelConsole>();
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}
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// add into scene and queue
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mMessageQueue.Enqueue(target);
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mMessageContainer.AddChild(target);
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// set text
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target.SetText(strl, t);
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// scroll to bottom
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//var bar = mScrollbar.GetVScrollbar();
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//bar.Value = bar.MaxValue;
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mScrollbar.ScrollVertical = (int)mScrollbar.GetVScrollbar().MaxValue;
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}
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private void Proc_LineEdit_TextEntered(string new_strl) {
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if (new_strl != string.Empty) {
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// todo: finish cmd parse
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if (new_strl.StartsWith("/")) {
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AddMessage(new_strl, LabelConsoleMessageType.Highlight);
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} else if (new_strl.StartsWith("!")) {
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AddMessage(new_strl, LabelConsoleMessageType.Error);
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} else {
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AddMessage(new_strl, LabelConsoleMessageType.Normal);
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}
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// clean cmd
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mCmdInput.Text = "";
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}
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}
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}
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@ -12,8 +12,8 @@ public class MenuManager : Control {
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About
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}
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[Signal]
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public delegate void SetMouseCapture();
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//[Signal]
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//public delegate void SetMouseCapture();
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[Signal]
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public delegate void ExitGame();
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@ -28,18 +28,31 @@ public class MenuManager : Control {
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mMenuMain.Connect(nameof(MenuMain.MenuMain_GotoPage), this, nameof(Proc_MenuMain_GotoPage));
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mMenuMain.Connect(nameof(MenuMain.MenuMain_Back), this, nameof(Proc_MenuMain_Back));
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mMenuMain.Connect(nameof(MenuMain.MenuMain_Exit), this, nameof(Proc_MenuMain_Exit));
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BallanceStalkerCore.StalkerManager.Singleton.EventControllerChanged += Proc_StalkerManager_EventControllerChanged;
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}
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private void Proc_StalkerManager_EventControllerChanged(BallanceStalkerCore.EventControllerSource obj) {
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if (obj == BallanceStalkerCore.EventControllerSource.Menu) {
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this.Visible = true;
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} else {
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this.Visible = false;
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}
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}
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public override void _Input(InputEvent @event) {
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if (Input.IsActionJustPressed("ballance_esc")) {
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if (!this.Visible) return;
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if (@event.IsActionPressed("ballance_esc")) {
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if (mCurrentPage == MenuPage.Main) {
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// we are in main menu, we need switch visible
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this.Visible = !this.Visible;
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EmitSignal(nameof(SetMouseCapture));
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BallanceStalkerCore.StalkerManager.Singleton.SetEventController(BallanceStalkerCore.EventControllerSource.None);
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} else {
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// otherwise, back from sub menu
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RefreshMenuPage(MenuPage.Main);
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}
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// mark handled to prevent loop call
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GetTree().SetInputAsHandled();
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}
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}
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@ -52,8 +65,7 @@ public class MenuManager : Control {
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RefreshMenuPage(menu_type);
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}
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private void Proc_MenuMain_Back() {
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this.Visible = false;
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EmitSignal(nameof(SetMouseCapture));
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BallanceStalkerCore.StalkerManager.Singleton.SetEventController(BallanceStalkerCore.EventControllerSource.None);
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}
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private void Proc_MenuMain_Exit() {
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EmitSignal(nameof(ExitGame));
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@ -3,22 +3,26 @@ using System;
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// Reference: https://github.com/godotengine/godot-demo-projects/blob/master/3d/waypoints
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public class PlayerBall : Spatial {
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public enum ShadowBallType : UInt32 {
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Stone,
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Wood,
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Paper
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}
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public class ShadowBall : Spatial {
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static readonly float MARGIN = 16f; // set it as half of arrow image
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static readonly float TEXT_RADIUS = MARGIN + 16f;
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public string Playername {
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get { return mPlayername.Text; }
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set { mPlayername.Text = value; }
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}
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public bool AlwaysTracking { get; set; }
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private bool mAlwaysTracking = true;
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Control mCtl2D;
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Spatial mTextArchor;
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Spatial mTextArchor, mModelArchor;
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TextureRect mPlayerArrow;
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Label mPlayername;
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Camera mSpectatorCamera = null;
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MeshInstance mMeshWood, mMeshStone, mMeshPaper;
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ShadowBallType mOldState = ShadowBallType.Wood;
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public override void _Ready() {
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mCtl2D = GetNode<Control>("TextArchor/Ctl2D");
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@ -26,8 +30,45 @@ public class PlayerBall : Spatial {
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mPlayerArrow = GetNode<TextureRect>("TextArchor/Ctl2D/PlayerArrow");
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mPlayername = GetNode<Label>("TextArchor/Ctl2D/Playername");
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AlwaysTracking = true;
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Playername = "";
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mModelArchor = GetNode<Spatial>("ModelArchor");
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mMeshWood = GetNode<MeshInstance>("ModelArchor/Ball_Wood");
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mMeshStone = GetNode<MeshInstance>("ModelArchor/Ball_Stone");
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mMeshPaper = GetNode<MeshInstance>("ModelArchor/Ball_Paper");
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}
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public void SetPlayerName(string new_name) {
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mPlayername.Text = new_name;
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}
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public void SetBallState(Vector3 pos, Quat quad, ShadowBallType btype) {
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this.Translation = pos;
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mModelArchor.Rotation = quad.GetEuler();
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if (mOldState != btype) {
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switch (mOldState) {
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case ShadowBallType.Stone:
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mMeshStone.Visible = false;
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break;
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case ShadowBallType.Wood:
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mMeshWood.Visible = false;
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break;
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case ShadowBallType.Paper:
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mMeshPaper.Visible = false;
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break;
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}
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switch (btype) {
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case ShadowBallType.Stone:
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mMeshStone.Visible = true;
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break;
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case ShadowBallType.Wood:
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mMeshWood.Visible = true;
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break;
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case ShadowBallType.Paper:
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mMeshPaper.Visible = true;
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break;
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}
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mOldState = btype;
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}
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}
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public override void _Process(float delta) {
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@ -63,7 +104,7 @@ public class PlayerBall : Spatial {
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//var distance = camera_translation.DistanceTo(parent_translation);
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//mCtl2D.Modulate.a = Godot.Mathf.Clamp(RangeLerp range_lerp(distance, 0, 2, 0, 1), 0, 1);
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if (!AlwaysTracking) {
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if (!mAlwaysTracking) {
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// For non-sticky waypoints, we don't need to clamp and calculate
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// the position if the waypoint goes off screen.
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mCtl2D.RectPosition = unprojected_position;
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@ -182,11 +223,6 @@ public class PlayerBall : Spatial {
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}
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//private static float AngelDiff(float from, float to) {
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// var diff = (to - from) % Mathf.Tau;
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// return ((2.0f * diff) % Mathf.Tau) - diff;
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//}
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private static float RangeLerp(float value, float istart, float istop, float ostart, float ostop) {
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return ostart + (ostop - ostart) * (value - istart) / (istop - istart);
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}
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@ -2,70 +2,43 @@ using Godot;
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using System;
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using System.Collections.Generic;
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public class ShadowBall {
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public UInt32 mIdentifier;
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public string mName;
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public PlayerBall mGodotNode;
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}
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public class ShadowBallManager : Spatial {
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private Dictionary<UInt32, ShadowBall> mBallDict = new Dictionary<UInt32, ShadowBall>();
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private Dictionary<Guid, ShadowBall> mBallDict = new Dictionary<Guid, ShadowBall>();
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private PackedScene mTemplateShadowBall;
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// Called when the node enters the scene tree for the first time.
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public override void _Ready() {
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mTemplateShadowBall = ResourceLoader.Load<PackedScene>("res://scenes/stages/PlayerBall.tscn");
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mTemplateShadowBall = ResourceLoader.Load<PackedScene>("res://scenes/stages/ShadowBall.tscn");
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int len = 10;
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Quat quad = Quat.Identity;
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Vector3 vec = new Vector3(0, 0, 0);
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for (int x = 0; x < len; x++) {
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for (int y = 0; y < len; y++) {
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AddBall((uint)(x * len + y), $"Swung0x{x * len + y}");
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vec.x = x * 50;
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vec.z = y * 50;
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SetBallState((uint)(x * len + y), vec, quad);
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}
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}
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public Guid AddBall() {
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var guid = Guid.NewGuid();
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var instance = mTemplateShadowBall.Instance<ShadowBall>();
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AddChild(instance);
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mBallDict.Add(guid, instance);
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return guid;
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}
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public void SetBallName(Guid ballid, string new_name) {
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if (mBallDict.TryGetValue(ballid, out ShadowBall entity)) {
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entity.SetPlayerName(new_name);
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}
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}
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// // Called every frame. 'delta' is the elapsed time since the previous frame.
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// public override void _Process(float delta)
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// {
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//
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// }
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public void AddBall(UInt32 ballid, string name) {
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public void SetBallState(Guid ballid, Vector3 pos, Quat quad, ShadowBallType btype) {
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if (mBallDict.TryGetValue(ballid, out ShadowBall entity)) {
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// update old entity for alternative
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entity.mName = name;
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entity.mGodotNode.Playername = name;
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} else {
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entity = new ShadowBall() {
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mIdentifier = ballid,
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mName = name,
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mGodotNode = mTemplateShadowBall.Instance<PlayerBall>()
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};
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mBallDict.Add(ballid, entity);
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AddChild(entity.mGodotNode);
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entity.mGodotNode.Playername = entity.mName;
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entity.SetBallState(pos, quad, btype);
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}
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}
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public void SetBallState(UInt32 ballid, Vector3 pos, Quat quad) {
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public void RemoveBall(Guid ballid) {
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if (mBallDict.TryGetValue(ballid, out ShadowBall entity)) {
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entity.mGodotNode.Translation = pos;
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entity.mGodotNode.Rotation = quad.GetEuler();
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}
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}
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public void RemoveBall(UInt32 ballid) {
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if (mBallDict.TryGetValue(ballid, out ShadowBall entity)) {
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RemoveChild(entity.mGodotNode);
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entity.mGodotNode.QueueFree();
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RemoveChild(entity);
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entity.QueueFree();
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mBallDict.Remove(ballid);
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}
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}
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}
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@ -1,49 +1,85 @@
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using Godot;
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using System;
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public class StalkerCamera : Spatial
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{
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Spatial originFreeCam;
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Camera freeCam;
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public class StalkerCamera : Spatial {
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Spatial mFreeCamOrigin = null, mSpecCam = null, mStaticCameraOrigin = null, mStaticCameraTracking = null;
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Camera mFreeCam;
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private static float BASIC_MOVEMENT = 0.2f;
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private static float STATIC_MOVEMENT = 10f;
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bool mEnableCamera = false;
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object lockMotionMouse = new object();
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Vector2 motionMouse = new Vector2(0, 0);
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int movementScale = 1;
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public override void _Ready() {
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freeCam = GetNode<Camera>("FreeCam");
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originFreeCam = GetNode<Spatial>("FreeCamOrigin");
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mFreeCam = GetNode<Camera>("FreeCam");
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mFreeCamOrigin = GetNode<Spatial>("FreeCamOrigin");
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mStaticCameraOrigin = GetNode<Spatial>("StaticCamOrigin");
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mStaticCameraTracking = GetNode<Spatial>("StaticCamOrigin/StaticCamTracking");
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mSpecCam = null;
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//Input.SetMouseMode(Input.MouseMode.Captured);
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BallanceStalkerCore.StalkerManager.Singleton.EventControllerChanged += Proc_StalkerManager_EventControllerChanged;
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}
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private void Proc_StalkerManager_EventControllerChanged(BallanceStalkerCore.EventControllerSource obj) {
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mEnableCamera = obj == BallanceStalkerCore.EventControllerSource.None;
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}
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public override void _Process(float delta) {
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if (Input.GetMouseMode() != Input.MouseMode.Captured) return;
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if (!mEnableCamera) return;
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Vector3 motion3d = new Vector3(0, 0, 0);
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if (Input.IsActionPressed("ballance_forward")) motion3d.z -= 1f;
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if (Input.IsActionPressed("ballance_backward")) motion3d.z += 1f;
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if (Input.IsActionPressed("ballance_left")) motion3d.x -= 1f;
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if (Input.IsActionPressed("ballance_right")) motion3d.x += 1f;
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if (Input.IsActionPressed("ballance_down")) motion3d.y -= 1f;
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if (Input.IsActionPressed("ballance_up")) motion3d.y += 1f;
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freeCam.Translate(motion3d * (BASIC_MOVEMENT * movementScale));
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if (mSpecCam is null) {
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Vector3 motion3d = new Vector3(0, 0, 0);
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if (Input.IsActionPressed("ballance_forward")) motion3d.z -= 1f;
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if (Input.IsActionPressed("ballance_backward")) motion3d.z += 1f;
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||||
if (Input.IsActionPressed("ballance_left")) motion3d.x -= 1f;
|
||||
if (Input.IsActionPressed("ballance_right")) motion3d.x += 1f;
|
||||
if (Input.IsActionPressed("ballance_down")) motion3d.y -= 1f;
|
||||
if (Input.IsActionPressed("ballance_up")) motion3d.y += 1f;
|
||||
|
||||
Vector2 copiedMotion2d;
|
||||
lock (lockMotionMouse) {
|
||||
copiedMotion2d = motionMouse;
|
||||
motionMouse = new Vector2(0, 0);
|
||||
mFreeCam.Translate(motion3d * (BASIC_MOVEMENT * movementScale));
|
||||
|
||||
Vector2 copiedMotion2d;
|
||||
lock (lockMotionMouse) {
|
||||
copiedMotion2d = motionMouse;
|
||||
motionMouse = new Vector2(0, 0);
|
||||
}
|
||||
var viewport_base_size = GetViewport().GetSizeOverride() > Vector2.Zero ? GetViewport().GetSizeOverride() : GetViewport().Size;
|
||||
float window_x = viewport_base_size.x;
|
||||
Vector3 camRot = mFreeCam.Rotation;
|
||||
camRot.x = Mathf.Clamp(camRot.x - copiedMotion2d.y * 2 / window_x, -90f, 90f);
|
||||
camRot.y = camRot.y - copiedMotion2d.x * 2 / window_x;
|
||||
camRot.z = 0;
|
||||
mFreeCam.Rotation = camRot;
|
||||
} else {
|
||||
mStaticCameraOrigin.Translation = mSpecCam.Translation;
|
||||
mFreeCam.Transform = mFreeCam.Transform.InterpolateWith(mStaticCameraTracking.Transform, STATIC_MOVEMENT);
|
||||
}
|
||||
float window_x = GetViewport().GetVisibleRect().Size.x;
|
||||
Vector3 camRot = freeCam.Rotation;
|
||||
camRot.x = Mathf.Clamp(camRot.x - copiedMotion2d.y * 2 / window_x, -90f, 90f);
|
||||
camRot.y = camRot.y - copiedMotion2d.x * 2 / window_x;
|
||||
camRot.z = 0;
|
||||
freeCam.Rotation = camRot;
|
||||
|
||||
}
|
||||
|
||||
public override void _Input(InputEvent @event) {
|
||||
if (Input.GetMouseMode() != Input.MouseMode.Captured) return;
|
||||
if (!mEnableCamera) return;
|
||||
|
||||
if (@event.IsActionPressed("ballance_esc")) {
|
||||
BallanceStalkerCore.StalkerManager.Singleton.SetEventController(BallanceStalkerCore.EventControllerSource.Menu);
|
||||
// mark handled to prevent loop call
|
||||
GetTree().SetInputAsHandled();
|
||||
}
|
||||
|
||||
if (@event.IsActionPressed("ballance_cmd")) {
|
||||
BallanceStalkerCore.StalkerManager.Singleton.SetEventController(BallanceStalkerCore.EventControllerSource.Console);
|
||||
// mark handled to prevent loop call
|
||||
GetTree().SetInputAsHandled();
|
||||
}
|
||||
if (@event.IsActionPressed("ballance_chat")) {
|
||||
BallanceStalkerCore.StalkerManager.Singleton.SetEventController(BallanceStalkerCore.EventControllerSource.Chat);
|
||||
// mark handled to prevent loop call
|
||||
GetTree().SetInputAsHandled();
|
||||
}
|
||||
|
||||
// mouse wheel
|
||||
if (@event is InputEventMouseButton) {
|
||||
@ -67,4 +103,15 @@ public class StalkerCamera : Spatial
|
||||
}
|
||||
}
|
||||
|
||||
public void SetTrackingTarget(Spatial target) {
|
||||
if (target is null) {
|
||||
if (!(mSpecCam is null)) {
|
||||
// shift off from a player archor, we need move free cam origin to target
|
||||
mFreeCamOrigin.Translation = mSpecCam.Translation;
|
||||
}
|
||||
}
|
||||
// set cam origin
|
||||
mSpecCam = target;
|
||||
}
|
||||
|
||||
}
|
||||
|
@ -7,15 +7,49 @@ using System.Threading.Tasks;
|
||||
|
||||
namespace BallanceStalkerCore {
|
||||
|
||||
public enum EventControllerSource {
|
||||
/// <summary>
|
||||
/// Default statue. It mean that we are now in camera mode.
|
||||
/// </summary>
|
||||
None,
|
||||
/// <summary>
|
||||
/// Menu take control of event input
|
||||
/// </summary>
|
||||
Menu,
|
||||
/// <summary>
|
||||
/// Console panel now take control of event input.
|
||||
/// </summary>
|
||||
Console,
|
||||
/// <summary>
|
||||
/// it is same as console, the only different is preset character
|
||||
/// </summary>
|
||||
Chat
|
||||
}
|
||||
|
||||
public class StalkerManager {
|
||||
public static StalkerManager Singleton = new StalkerManager();
|
||||
private StalkerManager() {
|
||||
mEventController = EventControllerSource.None;
|
||||
|
||||
mLogger = new LogManager();
|
||||
mBmmoClient = new BmmoClient(mLogger);
|
||||
}
|
||||
|
||||
public event Action<EventControllerSource> EventControllerChanged;
|
||||
private EventControllerSource mEventController;
|
||||
public BmmoClient mBmmoClient;
|
||||
public LogManager mLogger;
|
||||
|
||||
public void SetEventController(EventControllerSource src) {
|
||||
if (mEventController != src) {
|
||||
mEventController = src;
|
||||
}
|
||||
EventControllerChanged?.Invoke(src);
|
||||
}
|
||||
public EventControllerSource GetEventController() {
|
||||
return mEventController;
|
||||
}
|
||||
|
||||
}
|
||||
|
||||
}
|
||||
|
38
scripts/user_interface/LabelConsole.cs
Normal file
38
scripts/user_interface/LabelConsole.cs
Normal file
@ -0,0 +1,38 @@
|
||||
using Godot;
|
||||
using System;
|
||||
|
||||
public class LabelConsole : Control {
|
||||
|
||||
Label mRealLabel;
|
||||
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready() {
|
||||
mRealLabel = GetNode<Label>("RealLabel");
|
||||
mRealLabel.Connect("item_rect_changed", this, nameof(Proc_Label_ItemRectChanged));
|
||||
}
|
||||
|
||||
public void SetText(string strl, LabelConsoleMessageType t) {
|
||||
mRealLabel.Text = strl;
|
||||
switch (t) {
|
||||
case LabelConsoleMessageType.Normal:
|
||||
mRealLabel.Modulate = Colors.White;
|
||||
break;
|
||||
case LabelConsoleMessageType.Highlight:
|
||||
mRealLabel.Modulate = Colors.Yellow;
|
||||
break;
|
||||
case LabelConsoleMessageType.Error:
|
||||
mRealLabel.Modulate = Colors.OrangeRed;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void Proc_Label_ItemRectChanged() {
|
||||
this.RectMinSize = new Vector2(0, (mRealLabel.GetLineHeight() + mRealLabel.GetConstant("line_spacing")) * mRealLabel.GetLineCount());
|
||||
}
|
||||
|
||||
// // Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
// public override void _Process(float delta)
|
||||
// {
|
||||
//
|
||||
// }
|
||||
}
|
Reference in New Issue
Block a user