feat: add nearby social interactions

This commit is contained in:
ANG-Server
2026-07-21 22:19:41 +08:00
parent 0bab768b14
commit 9dee47492c
43 changed files with 1499 additions and 77 deletions

View File

@@ -23,6 +23,7 @@ const COMPANION_NAMEPLATE_VISUAL_MAX_WIDTH: int = 118
const COMPANION_NAMEPLATE_VISUAL_CHAR_WIDTH: int = 12
const NPC_NAMEPLATE_OFFSET_Y: float = -136.0
const HIRED_PLAYER_NAMEPLATE_OFFSET_Y: float = -96.0
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
@onready var player: PlayerController = $YSortWorld/Characters/Players/Player
@onready var playerCamera: Camera2D = $YSortWorld/Characters/Players/Player/Camera2D
@@ -38,6 +39,7 @@ var _isChangingScene: bool = false
var _lastRecruitmentClickMsec: int = 0
func _ready() -> void:
add_to_group("whaletown_interactable")
_align_service_occupants()
_configure_static_companion_nameplates()
_apply_spawn_point()
@@ -45,6 +47,15 @@ func _ready() -> void:
_connect_exit_area()
_connect_recruitment_area()
_connect_cafe_companion_events()
_discover_destination()
func _discover_destination() -> void:
var destination_id := SceneManager.get_next_destination_id()
if destination_id.is_empty():
destination_id = "cafe_entrance"
var socialManager := get_node_or_null("/root/SocialManager")
if socialManager != null and socialManager.has_method("discover_destination"):
socialManager.call("discover_destination", destination_id)
func _exit_tree() -> void:
var eventSystem := get_node_or_null("/root/EventSystem")
@@ -56,6 +67,8 @@ func _align_service_occupants() -> void:
cafeWhaleBaristaNpc.global_position = serviceIdlePoint01.global_position
func _apply_spawn_point() -> void:
if player.has_scene_position_override:
return
var spawnName: String = SceneManager.get_next_spawn_name()
var markerName: String = spawnName if not spawnName.is_empty() else "DefaultSpawn"
var marker := $Markers.get_node_or_null(markerName) as Marker2D
@@ -75,8 +88,7 @@ func _configure_camera() -> void:
playerCamera.limit_smoothed = true
func _connect_exit_area() -> void:
if not exitToWorkZoneArea.body_entered.is_connected(_on_exit_area_body_entered):
exitToWorkZoneArea.body_entered.connect(_on_exit_area_body_entered)
exitToWorkZoneArea.collision_mask = 0
func _connect_recruitment_area() -> void:
cafeRecruitmentLogoArea.input_pickable = true
@@ -92,7 +104,30 @@ func _connect_cafe_companion_events() -> void:
eventSystem.call("connect_event", EventNames.CAFE_COMPANION_EMPLOYMENT_RESIGNED, _on_cafe_companion_employment_resigned, self)
func _on_exit_area_body_entered(body: Node2D) -> void:
if _isChangingScene or body != player:
return
func get_interaction_actions(local_player: Node2D) -> Array[Dictionary]:
if _isChangingScene or exitToWorkZoneArea == null:
return []
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(exitToWorkZoneArea)
var distance: float = anchor_position.distance_to(local_player.global_position)
if distance > 160.0:
return []
return [{
"id": "cafe_exit",
"title": "离开咖啡馆",
"distance": distance,
"priority": 20,
"callback": Callable(self, "_leave_to_work_zone"),
}]
func get_interaction_marker_positions() -> Array[Vector2]:
if exitToWorkZoneArea == null:
return []
return [InteractionAnchorUtil.get_position(exitToWorkZoneArea)]
func _leave_to_work_zone() -> void:
if _isChangingScene:
return
_isChangingScene = true
SceneManager.set_next_scene_position(WORK_ZONE_CAFE_RETURN_POSITION)

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@@ -56,19 +56,10 @@ func _ready() -> void:
call_deferred("_send_world_ready")
func _process(_delta: float) -> void:
if Input.is_action_just_pressed("interact"):
_try_start_private_chat()
if Input.is_action_just_pressed("friend_request"):
_try_request_friend()
return
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("interact"):
if _try_start_private_chat():
get_viewport().set_input_as_handled()
return
if event.is_action_pressed("friend_request") and _try_request_friend():
get_viewport().set_input_as_handled()
return
func _exit_tree() -> void:
var eventSystem := _get_event_system()
@@ -117,7 +108,7 @@ func _is_text_input_focused() -> bool:
return false
func _on_interact_pressed(_data: Dictionary = {}) -> void:
_try_start_private_chat()
return
func _try_start_private_chat() -> bool:
if _is_text_input_focused():

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@@ -46,6 +46,7 @@ var _inventoryRequestInFlight: bool = false
var _inventoryRequestReportsErrors: bool = false
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
_leave_multiplayer_world()
_apply_spawn_point()
_configure_camera()
@@ -54,8 +55,17 @@ func _ready() -> void:
_build_room_decor_ui()
_connect_room_decor_events()
_fetch_room_decor_inventory()
_discover_destination()
set_process(false)
func _discover_destination() -> void:
var destination_id := SceneManager.get_next_destination_id()
if destination_id.is_empty():
destination_id = "personal_room"
var socialManager := get_node_or_null("/root/SocialManager")
if socialManager != null and socialManager.has_method("discover_destination"):
socialManager.call("discover_destination", destination_id)
func _leave_multiplayer_world() -> void:
var chatManager := get_node_or_null("/root/ChatManager")
if chatManager != null and chatManager.has_method("leave_world"):
@@ -73,6 +83,8 @@ func _exit_tree() -> void:
saveManager.decor_save_failed.disconnect(_on_decor_save_failed)
func _input(event: InputEvent) -> void:
if get_viewport().is_input_handled():
return
if event is InputEventMouseButton:
var mouseEvent := event as InputEventMouseButton
if mouseEvent.button_index != MOUSE_BUTTON_LEFT:
@@ -91,7 +103,22 @@ func _process(_delta: float) -> void:
if _draggedDecor != null:
_update_dragged_decor_position()
func is_escape_dismissible() -> bool:
return _draggedDecor != null or (is_instance_valid(_inventoryPanel) and _inventoryPanel.visible)
func get_escape_priority() -> int:
return 500
func request_escape_close() -> void:
if _draggedDecor != null:
_finish_decor_drag()
return
if is_instance_valid(_inventoryPanel):
_inventoryPanel.visible = false
func _apply_spawn_point() -> void:
if player.has_scene_position_override:
return
var spawnName: String = SceneManager.get_next_spawn_name()
var markerName: String = spawnName if not spawnName.is_empty() else "DefaultSpawn"
var marker := $Markers.get_node_or_null(markerName) as Marker2D

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@@ -1,6 +1,8 @@
class_name ScenePortal
extends Area2D
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
# ============================================================================
# ScenePortal.gd - 场景入口传送组件
# ============================================================================
@@ -10,14 +12,30 @@ extends Area2D
@export var targetSceneName: String = ""
@export var targetSpawnName: String = ""
@export var targetPosition: Vector2 = Vector2.ZERO
@export var interactionTitle: String = "进入"
@export var interactionDistance: float = 160.0
func _ready() -> void:
body_entered.connect(_on_body_entered)
add_to_group("whaletown_interactable")
func _on_body_entered(body: Node2D) -> void:
if not (body is PlayerController):
return
_change_scene()
return
func get_interaction_actions(player: Node2D) -> Array[Dictionary]:
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self)
var distance: float = anchor_position.distance_to(player.global_position)
if distance > interactionDistance:
return []
var label := interactionTitle.strip_edges()
if label.is_empty():
label = "进入 %s" % targetSceneName
return [{
"id": "portal:%s" % get_instance_id(),
"title": label,
"distance": distance,
"priority": 20,
"callback": Callable(self, "_change_scene"),
}]
func _change_scene() -> void:
if targetSceneName.is_empty():

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@@ -12,6 +12,8 @@ const CAMERA_LIMIT_LEFT: int = -1280
const CAMERA_LIMIT_TOP: int = -960
const CAMERA_LIMIT_RIGHT: int = 1280
const CAMERA_LIMIT_BOTTOM: int = 960
const WELCOME_DIALOG_SCENE: PackedScene = preload("res://scenes/ui/welcome_dialog.tscn")
const WELCOME_DIALOG_NAME: String = "WelcomeDialog"
@onready var player: PlayerController = $YSortWorld/Characters/Players/Player
@onready var playerCamera: Camera2D = $YSortWorld/Characters/Players/Player/Camera2D
@@ -20,8 +22,35 @@ const CAMERA_LIMIT_BOTTOM: int = 960
func _ready() -> void:
_apply_spawn_point()
_configure_camera()
_discover_destination()
call_deferred("_show_registration_welcome")
func _show_registration_welcome() -> void:
var auth_manager: Node = get_node_or_null("/root/AuthManager")
if auth_manager == null or not auth_manager.has_method("consume_registration_welcome"):
return
if not bool(auth_manager.call("consume_registration_welcome")):
return
var root: Window = get_tree().root
if root.has_node(WELCOME_DIALOG_NAME):
return
var dialog: CanvasLayer = WELCOME_DIALOG_SCENE.instantiate() as CanvasLayer
if dialog == null:
return
dialog.name = WELCOME_DIALOG_NAME
root.add_child(dialog)
func _discover_destination() -> void:
var destination_id := SceneManager.get_next_destination_id()
if destination_id.is_empty():
destination_id = "square_center"
var socialManager := get_node_or_null("/root/SocialManager")
if socialManager != null and socialManager.has_method("discover_destination"):
socialManager.call("discover_destination", destination_id)
func _apply_spawn_point() -> void:
if player.has_scene_position_override:
return
var spawnName: String = SceneManager.get_next_spawn_name()
var markerName: String = spawnName if not spawnName.is_empty() else "DefaultSpawn"
var marker := $Markers.get_node_or_null(markerName) as Marker2D

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@@ -31,6 +31,7 @@ var _isInsideMall: bool = false
var _mallCanEnter: bool = true
func _ready() -> void:
add_to_group("whaletown_interactable")
_apply_spawn_point()
_configure_camera()
_ensure_mall_panel()
@@ -38,12 +39,23 @@ func _ready() -> void:
_ensure_mall_entrance_area()
EventSystem.connect_event(EventNames.OBJECT_INTERACTED, _on_object_interacted, self)
EventSystem.connect_event(EventNames.MALL_CLOSED, _on_mall_closed, self)
_discover_destination()
func _discover_destination() -> void:
var destination_id := SceneManager.get_next_destination_id()
if destination_id.is_empty():
destination_id = "work_entrance"
var socialManager := get_node_or_null("/root/SocialManager")
if socialManager != null and socialManager.has_method("discover_destination"):
socialManager.call("discover_destination", destination_id)
func _exit_tree() -> void:
EventSystem.disconnect_event(EventNames.OBJECT_INTERACTED, _on_object_interacted, self)
EventSystem.disconnect_event(EventNames.MALL_CLOSED, _on_mall_closed, self)
func _apply_spawn_point() -> void:
if player.has_scene_position_override:
return
var spawnName: String = SceneManager.get_next_spawn_name()
var markerName: String = spawnName if not spawnName.is_empty() else "DefaultSpawn"
var marker := $Markers.get_node_or_null(markerName) as Marker2D
@@ -112,15 +124,14 @@ func _ensure_mall_entrance_area() -> void:
func _setup_mall_entrance_trigger(entrance: Area2D) -> void:
_mallEntranceArea = entrance
_mallEntranceArea.collision_mask = PLAYER_COLLISION_LAYER
if not _mallEntranceArea.body_entered.is_connected(_on_mall_entrance_body_entered):
_mallEntranceArea.body_entered.connect(_on_mall_entrance_body_entered)
_mallEntranceArea.collision_mask = 0
func _on_object_interacted(data: Dictionary) -> void:
var buildingId := str(data.get("buildingId", ""))
if buildingId.is_empty():
return
if buildingId == "whale_super_mall":
_enter_mall()
return
if buildingId == "virtual_whale_recruitment_board":
_open_course_board()
@@ -142,9 +153,7 @@ func _open_course_board() -> void:
_courseBoardPanel.call("show_panel")
func _on_mall_entrance_body_entered(body: Node2D) -> void:
if body != player or not _mallCanEnter:
return
_enter_mall()
return
func _enter_mall() -> void:
if _isInsideMall:

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@@ -8,14 +8,30 @@ extends Area2D
# ============================================================================
const INTERACTION_COLLISION_LAYER: int = 2
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
@export var buildingId: String = ""
@export var buildingTitle: String = ""
@export var buildingRole: String = ""
@export var interactionDistance: float = 150.0
func _ready() -> void:
collision_layer = INTERACTION_COLLISION_LAYER
collision_mask = 0
add_to_group("whaletown_interactable")
func get_interaction_actions(player: Node2D) -> Array[Dictionary]:
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self)
var distance: float = anchor_position.distance_to(player.global_position)
if distance > interactionDistance:
return []
return [{
"id": "building:%s" % buildingId,
"title": "使用 %s" % (buildingTitle if not buildingTitle.is_empty() else "设施"),
"distance": distance,
"priority": 30,
"callback": Callable(self, "interact"),
}]
func interact() -> void:
var payload := {

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@@ -1,4 +1,4 @@
[gd_scene load_steps=12 format=4]
[gd_scene load_steps=13 format=4]
[ext_resource type="Script" path="res://scenes/Maps/PersonalSpace.gd" id="1_personal_space"]
[ext_resource type="Texture2D" path="res://assets/maps/personal_space/v1/base/personal_room_25d_sidewalls_wider_not_longer_v1.png" id="2_room_base"]
@@ -8,6 +8,7 @@
[ext_resource type="PackedScene" path="res://scenes/ui/PlayerHud.tscn" id="6_playerhud"]
[ext_resource type="PackedScene" path="res://scenes/ui/FriendListPanel.tscn" id="7_friendpanel"]
[ext_resource type="PackedScene" path="res://scenes/ui/SettingsPanel.tscn" id="8_settingspanel"]
[ext_resource type="PackedScene" path="res://scenes/ui/MapPanel.tscn" id="9_mappanel"]
[sub_resource type="RectangleShape2D" id="Shape_TopWall"]
size = Vector2(882, 76)
@@ -35,6 +36,8 @@ layer = 10
[node name="SettingsPanel" parent="UILayer" instance=ExtResource("8_settingspanel")]
[node name="MapPanel" parent="UILayer" instance=ExtResource("9_mappanel")]
[node name="StageBackdrop" type="ColorRect" parent="."]
z_index = -200
offset_left = -2000.0

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@@ -18,6 +18,7 @@ class_name NPCController
signal interaction_happened(text: String)
const CHAT_BUBBLE_SCENE: PackedScene = preload("res://scenes/ui/ChatBubble.tscn")
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
const CHAT_BUBBLE_LAYER_NAME: String = "WorldChatBubbleLayer"
const CHAT_BUBBLE_TARGET_OFFSET: Vector2 = Vector2(0, -84)
const NPC_TALKED_EVENT: String = "npc_talked"
@@ -34,12 +35,14 @@ const NAMEPLATE_VISUAL_CHAR_WIDTH: int = 12
@export_multiline var dialogue: String = "欢迎来到WhaleTown我是镇长范鲸晶"
@export var showNameplate: bool = false
@export var nameplateOffsetY: float = -112.0
@export var interactionDistance: float = 150.0
@onready var animation_player: AnimationPlayer = $AnimationPlayer
var _nameplate: Label
func _ready() -> void:
add_to_group("whaletown_interactable")
# 播放场景里配置好的待机动画,让不同 NPC 可以复用同一个控制器。
if animation_player.has_animation("idle"):
animation_player.play("idle")
@@ -63,7 +66,20 @@ func interact() -> void:
"npc_name": npcName,
"dialogue": dialogue
})
interaction_happened.emit(dialogue)
interaction_happened.emit(dialogue)
func get_interaction_actions(player: Node2D) -> Array[Dictionary]:
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self)
var distance: float = anchor_position.distance_to(player.global_position)
if distance > interactionDistance:
return []
return [{
"id": "npc:%s" % get_instance_id(),
"title": "%s 交谈" % npcName,
"distance": distance,
"priority": 40,
"callback": Callable(self, "interact"),
}]
# 在 NPC 头顶生成一次性聊天气泡。
#

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@@ -25,8 +25,11 @@ const DIRECTION_ROWS: Dictionary = {
var lastDirection: String = "down"
var _nameLabel: Label
var _movementLocked: bool = false
var has_scene_position_override: bool = false
var _discoveryElapsed: float = 0.0
func _ready() -> void:
add_to_group("whaletown_local_player")
_reset_movement_input_state()
_apply_current_appearance()
_subscribe_to_appearance_events()
@@ -71,28 +74,40 @@ func _release_movement_actions() -> void:
func _check_spawn_position() -> void:
var spawnPos: Variant = SceneManager.get_next_scene_position()
if spawnPos != null:
if spawnPos is Vector2:
global_position = spawnPos
_update_world_sort_z()
has_scene_position_override = true
_update_world_sort_z()
func _physics_process(delta: float) -> void:
_handle_movement(delta)
_update_world_sort_z()
_handle_interaction()
_report_nearby_discoveries(delta)
func _handle_interaction() -> void:
if _is_text_input_focused():
# 统一交互由 /root/InteractionManager 收集附近候选并处理 E 键。
return
func _report_nearby_discoveries(delta: float) -> void:
_discoveryElapsed += delta
if _discoveryElapsed < 0.35:
return
if Input.is_action_just_pressed("interact"):
EventSystem.emit_event(EventNames.INTERACT_PRESSED, {
"player": self,
"position": global_position,
"direction": lastDirection
})
if ray_cast.is_colliding():
var collider := ray_cast.get_collider()
if collider and collider.has_method("interact"):
collider.interact()
_discoveryElapsed = 0.0
var scene := get_tree().current_scene
if scene == null:
return
var map_id: String = str({
"Square": "whale_port",
"WorkZone": "work_zone",
"CafeInterior": "whale_cafe",
"PersonalSpace": "personal_space",
}.get(str(scene.name), ""))
if map_id.is_empty():
return
var social_manager := get_node_or_null("/root/SocialManager")
if social_manager != null and social_manager.has_method("discover_nearby_destinations"):
social_manager.call("discover_nearby_destinations", map_id, global_position)
func _handle_movement(_delta: float) -> void:
if _movementLocked:
@@ -111,10 +126,7 @@ func _handle_movement(_delta: float) -> void:
return
# 获取移动向量 (参考 docs/02-开发规范/输入映射配置.md)
var direction := Input.get_vector(
"move_left", "move_right",
"move_up", "move_down"
)
var direction := _movement_direction()
# 应用移动
if direction != Vector2.ZERO:
@@ -133,6 +145,16 @@ func _handle_movement(_delta: float) -> void:
"position": global_position
})
func _movement_direction() -> Vector2:
var interactionManager := get_node_or_null("/root/InteractionManager")
if interactionManager != null and interactionManager.has_method("is_selection_active") and bool(interactionManager.call("is_selection_active")):
# 有交互候选时方向键用于选择,保留 WASD 移动。
return Vector2(
(-1.0 if Input.is_key_pressed(KEY_A) else 0.0) + (1.0 if Input.is_key_pressed(KEY_D) else 0.0),
(-1.0 if Input.is_key_pressed(KEY_W) else 0.0) + (1.0 if Input.is_key_pressed(KEY_S) else 0.0)
).normalized()
return Input.get_vector("move_left", "move_right", "move_up", "move_down")
func _update_animation_state(direction: Vector2) -> void:
if not animation_player:
return

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@@ -26,6 +26,7 @@ const CAFE_NAME_LABEL_VISUAL_MAX_WIDTH: int = 118
const CAFE_NAME_LABEL_VISUAL_CHAR_WIDTH: int = 12
const CAFE_NAME_LABEL_OFFSET_Y: float = -96.0
const WORLD_TEXT_THEME = preload("res://assets/ui/world_text_theme.tres")
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
const DIRECTION_ROWS: Dictionary = {
"down": 0,
"up": 1,
@@ -38,6 +39,7 @@ var _nameLabel: Label
var _cafeCompanionTarget: CafeCompanionTarget
func _ready() -> void:
add_to_group("whaletown_interactable")
# 初始化时确保无物理处理
set_physics_process(false)
# 初始位置设为当前位置
@@ -52,6 +54,53 @@ func _ready() -> void:
if has_node("CollisionShape2D"):
$CollisionShape2D.disabled = true
func get_interaction_actions(player: Node2D) -> Array[Dictionary]:
if userId.strip_edges().is_empty() or player == null:
return []
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self)
var distance: float = anchor_position.distance_to(player.global_position)
if distance > 160.0:
return []
var display_name := username if not username.strip_edges().is_empty() else "玩家"
return [
{
"id": "player_card:%s" % userId,
"title": "查看 %s 的社区名片" % display_name,
"distance": distance,
"priority": 60,
"callback": Callable(self, "_show_community_profile"),
},
{
"id": "player_dm:%s" % userId,
"title": "私聊 %s" % display_name,
"distance": distance,
"priority": 61,
"callback": Callable(self, "_open_private_chat"),
},
{
"id": "player_friend:%s" % userId,
"title": "申请添加 %s 为好友" % display_name,
"distance": distance,
"priority": 62,
"callback": Callable(self, "_request_friend"),
},
]
func _show_community_profile() -> void:
var socialManager := get_node_or_null("/root/SocialManager")
if socialManager != null and socialManager.has_method("show_profile"):
socialManager.call("show_profile", userId)
func _open_private_chat() -> void:
var socialManager := get_node_or_null("/root/SocialManager")
if socialManager != null and socialManager.has_method("open_private_chat"):
socialManager.call("open_private_chat", userId, username)
func _request_friend() -> void:
var socialManager := get_node_or_null("/root/SocialManager")
if socialManager != null and socialManager.has_method("request_friend"):
socialManager.call("request_friend", userId, username)
func _exit_tree() -> void:
var eventSystem := get_node_or_null("/root/EventSystem")
if eventSystem != null:

View File

@@ -4,10 +4,25 @@ class_name DatawhaleHonorBoard
const RANKING_PANEL_SCENE: PackedScene = preload("res://scenes/ui/datawhale_honor_ranking_panel.tscn")
const RANKING_PANEL_NAME: String = "DatawhaleHonorRankingPanel"
const INTERACTION_COLLISION_LAYER: int = 2
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
func _ready() -> void:
collision_layer = INTERACTION_COLLISION_LAYER
collision_mask = 0
add_to_group("whaletown_interactable")
func get_interaction_actions(player: Node2D) -> Array[Dictionary]:
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self)
var distance: float = anchor_position.distance_to(player.global_position)
if distance > 150.0:
return []
return [{
"id": "honor_board:%s" % get_instance_id(),
"title": "查看荣誉榜",
"distance": distance,
"priority": 35,
"callback": Callable(self, "interact"),
}]
func interact() -> void:
var root: Window = get_tree().root

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@@ -4,10 +4,25 @@ class_name NoticeBoard
const NOTICE_DIALOG_SCENE: PackedScene = preload("res://scenes/ui/notice_dialog.tscn")
const NOTICE_DIALOG_NAME: String = "NoticeDialog"
const INTERACTION_COLLISION_LAYER: int = 2
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
func _ready() -> void:
collision_layer = INTERACTION_COLLISION_LAYER
collision_mask = 0
add_to_group("whaletown_interactable")
func get_interaction_actions(player: Node2D) -> Array[Dictionary]:
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self)
var distance: float = anchor_position.distance_to(player.global_position)
if distance > 150.0:
return []
return [{
"id": "notice_board:%s" % get_instance_id(),
"title": "查看公告栏",
"distance": distance,
"priority": 35,
"callback": Callable(self, "interact"),
}]
func interact() -> void:
var root: Window = get_tree().root

View File

@@ -4,10 +4,25 @@ class_name WelcomeBoard
const WELCOME_DIALOG_SCENE: PackedScene = preload("res://scenes/ui/welcome_dialog.tscn")
const WELCOME_DIALOG_NAME: String = "WelcomeDialog"
const INTERACTION_COLLISION_LAYER: int = 2
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
func _ready() -> void:
collision_layer = INTERACTION_COLLISION_LAYER
collision_mask = 0
add_to_group("whaletown_interactable")
func get_interaction_actions(player: Node2D) -> Array[Dictionary]:
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self)
var distance: float = anchor_position.distance_to(player.global_position)
if distance > 150.0:
return []
return [{
"id": "welcome_board:%s" % get_instance_id(),
"title": "查看新人引导",
"distance": distance,
"priority": 35,
"callback": Callable(self, "interact"),
}]
func interact() -> void:
var root: Window = get_tree().root

View File

@@ -680,6 +680,7 @@ func _registration_texture_rect(nodeName: String, texturePath: String, rect: Rec
return textureRect
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
_auth_manager = get_node_or_null("/root/AuthManager")
_chat_manager = get_node_or_null("/root/ChatManager")
_scene_manager = get_node_or_null("/root/SceneManager")
@@ -1625,6 +1626,15 @@ func _hide_skin_workshop() -> void:
if is_instance_valid(skin_workshop_overlay):
skin_workshop_overlay.hide()
func is_escape_dismissible() -> bool:
return is_instance_valid(skin_workshop_overlay) and skin_workshop_overlay.visible
func get_escape_priority() -> int:
return 900
func request_escape_close() -> void:
_hide_skin_workshop()
func _on_workshop_source_pressed() -> void:
var err := DisplayServer.file_dialog_show(
"选择角色参考图片",

View File

@@ -30,6 +30,7 @@ var _resignConfirmButton: Button
var _resignCancelButton: Button
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
chatFrame.visible = false
purchaseButton.pressed.connect(_on_purchase_pressed)
sendButton.pressed.connect(_on_send_pressed)
@@ -238,6 +239,18 @@ func _on_close_pressed() -> void:
_waitingForReply = false
chatInput.release_focus()
func is_escape_dismissible() -> bool:
return (is_instance_valid(_resignDialog) and _resignDialog.visible) or chatFrame.visible
func get_escape_priority() -> int:
return 850
func request_escape_close() -> void:
if is_instance_valid(_resignDialog) and _resignDialog.visible:
_hide_resign_dialog()
return
_on_close_pressed()
func _confirm_resign() -> void:
var servicePointId := str(_resignTarget.get("service_point_id", "")).strip_edges()
if servicePointId.is_empty():

View File

@@ -32,6 +32,7 @@ var _isSubmitting: bool = false
var _isFetchingModels: bool = false
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
recruitmentFrame.visible = false
_setup_protocol_options()
_setup_employment_duration_options()
@@ -398,6 +399,15 @@ func _on_close_pressed() -> void:
fetchModelsButton.disabled = false
tokenInput.clear()
func is_escape_dismissible() -> bool:
return recruitmentFrame.visible
func get_escape_priority() -> int:
return 900
func request_escape_close() -> void:
_on_close_pressed()
func _set_status(message: String, isError: bool) -> void:
statusLabel.text = message
statusLabel.add_theme_color_override("font_color", Color(0.68, 0.22, 0.18, 1) if isError else Color(0.32, 0.42, 0.48, 1))

View File

@@ -125,6 +125,7 @@ var _send_failure_handled_by_ui: bool = false
# 准备就绪
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
_configure_mouse_focus()
# 初始隐藏聊天框
@@ -182,6 +183,8 @@ func _get_settings_manager() -> Node:
# 处理全局输入
func _input(event: InputEvent) -> void:
if get_viewport().is_input_handled():
return
if event is InputEventMouseButton:
_handle_global_mouse_button_input(event as InputEventMouseButton)
return
@@ -366,6 +369,15 @@ func hide_chat(immediate: bool = false) -> void:
_transition_tween.tween_property(chat_panel, "modulate:a", 0.0, CHAT_TRANSITION_DURATION)
_transition_tween.finished.connect(_on_hide_transition_finished)
func is_escape_dismissible() -> bool:
return _is_chat_visible
func get_escape_priority() -> int:
return 480
func request_escape_close() -> void:
hide_chat()
# 创建隐藏计时器
func _create_hide_timer() -> void:
_hide_timer = Timer.new()

View File

@@ -29,6 +29,7 @@ var _isOpen: bool = false
var _transitionTween: Tween
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
visible = false
mouse_filter = Control.MOUSE_FILTER_IGNORE
set_process(false)
@@ -39,6 +40,8 @@ func _notification(what: int) -> void:
_positionPanel()
func _input(event: InputEvent) -> void:
if get_viewport().is_input_handled():
return
if not _isOpen:
return
if event is InputEventKey:
@@ -72,6 +75,15 @@ func hide_panel() -> void:
func is_panel_open() -> bool:
return _isOpen
func is_escape_dismissible() -> bool:
return _isOpen
func get_escape_priority() -> int:
return 700
func request_escape_close() -> void:
hide_panel()
func _buildUi() -> void:
_overlay = ColorRect.new()
_overlay.name = "courseBoardDimOverlay"

View File

@@ -96,6 +96,7 @@ var _isLoading: bool = false
var _debugShowRankSlots: bool = false
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
get_tree().paused = true
_disableChatUiMouseInput()
_buildUi()
@@ -109,12 +110,23 @@ func _exit_tree() -> void:
_restoreChatUiMouseInput()
func _input(event: InputEvent) -> void:
if get_viewport().is_input_handled():
return
if event is InputEventKey:
var keyEvent := event as InputEventKey
if keyEvent.pressed and not keyEvent.echo and keyEvent.keycode == KEY_ESCAPE:
_onClosePressed()
get_viewport().set_input_as_handled()
func is_escape_dismissible() -> bool:
return is_inside_tree()
func get_escape_priority() -> int:
return 1000
func request_escape_close() -> void:
_onClosePressed()
func _buildUi() -> void:
_rootControl = Control.new()
_rootControl.name = "RankingPanelRoot"

View File

@@ -38,6 +38,7 @@ var _isOpen: bool = false
var _hasRequestedFriendList: bool = false
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
mouse_filter = Control.MOUSE_FILTER_IGNORE
_build_ui()
set_panel_open(false)
@@ -60,6 +61,15 @@ func set_panel_open(open: bool) -> void:
func is_panel_open() -> bool:
return _isOpen
func is_escape_dismissible() -> bool:
return _isOpen
func get_escape_priority() -> int:
return 500
func request_escape_close() -> void:
set_panel_open(false)
func toggle_panel() -> void:
set_panel_open(not _isOpen)

View File

@@ -37,13 +37,13 @@ const MAP_CONFIGS: Dictionary = {
"YSortWorld",
],
"markers": [
{"label": "码头", "icon": "anchor", "pos": Vector2(0.160, 0.395), "side": "right"},
{"label": "总部", "icon": "home", "pos": Vector2(0.505, 0.188), "side": "right"},
{"label": "广场", "icon": "whale", "pos": Vector2(0.505, 0.515), "side": "right"},
{"label": "小屋", "icon": "home", "pos": Vector2(0.830, 0.400), "side": "right"},
{"label": "工坊", "icon": "tool", "pos": Vector2(0.752, 0.760), "side": "left"},
{"label": "公告", "icon": "notice", "pos": Vector2(0.288, 0.838), "side": "right"},
{"label": "入口", "icon": "gate", "pos": Vector2(0.500, 0.900), "side": "right"},
{"label": "码头", "destinationId": "square_dock", "icon": "anchor", "pos": Vector2(0.160, 0.395), "side": "right"},
{"label": "总部", "destinationId": "square_headquarters", "icon": "home", "pos": Vector2(0.505, 0.188), "side": "right"},
{"label": "广场", "destinationId": "square_center", "icon": "whale", "pos": Vector2(0.505, 0.515), "side": "right"},
{"label": "小屋", "destinationId": "square_cottage", "icon": "home", "pos": Vector2(0.830, 0.400), "side": "right"},
{"label": "工坊", "destinationId": "square_workshop", "icon": "tool", "pos": Vector2(0.752, 0.760), "side": "left"},
{"label": "公告", "destinationId": "square_notice", "icon": "notice", "pos": Vector2(0.288, 0.838), "side": "right"},
{"label": "入口", "destinationId": "square_work_zone_gate", "icon": "gate", "pos": Vector2(0.500, 0.900), "side": "right"},
],
},
"WorkZone": {
@@ -57,13 +57,13 @@ const MAP_CONFIGS: Dictionary = {
"YSortWorld",
],
"markers": [
{"label": "商城", "icon": "home", "pos": Vector2(0.500, 0.180), "side": "right"},
{"label": "咖啡店", "icon": "home", "pos": Vector2(0.092, 0.620), "side": "right"},
{"label": "任务", "icon": "notice", "pos": Vector2(0.304, 0.600), "side": "right"},
{"label": "课程", "icon": "notice", "pos": Vector2(0.694, 0.500), "side": "left"},
{"label": "AI站", "icon": "tool", "pos": Vector2(0.676, 0.785), "side": "left"},
{"label": "鲸币", "icon": "whale", "pos": Vector2(0.920, 0.785), "side": "left"},
{"label": "入口", "icon": "gate", "pos": Vector2(0.500, 0.900), "side": "right"},
{"label": "商城", "destinationId": "work_mall", "icon": "home", "pos": Vector2(0.500, 0.180), "side": "right"},
{"label": "咖啡店", "destinationId": "work_cafe_gate", "icon": "home", "pos": Vector2(0.092, 0.620), "side": "right"},
{"label": "任务", "destinationId": "work_jobs", "icon": "notice", "pos": Vector2(0.304, 0.600), "side": "right"},
{"label": "课程", "destinationId": "work_courses", "icon": "notice", "pos": Vector2(0.694, 0.500), "side": "left"},
{"label": "AI站", "destinationId": "work_ai", "icon": "tool", "pos": Vector2(0.676, 0.785), "side": "left"},
{"label": "鲸币", "destinationId": "work_exchange", "icon": "whale", "pos": Vector2(0.920, 0.785), "side": "left"},
{"label": "入口", "destinationId": "work_entrance", "icon": "gate", "pos": Vector2(0.500, 0.900), "side": "right"},
],
},
"CafeInterior": {
@@ -74,11 +74,19 @@ const MAP_CONFIGS: Dictionary = {
"CafeServiceHallBase",
],
"markers": [
{"label": "服务台", "icon": "whale", "pos": Vector2(0.500, 0.465), "side": "right"},
{"label": "陪伴区", "icon": "notice", "pos": Vector2(0.240, 0.280), "side": "right"},
{"label": "出口", "icon": "gate", "pos": Vector2(0.500, 0.855), "side": "right"},
{"label": "服务台", "destinationId": "cafe_counter", "icon": "whale", "pos": Vector2(0.500, 0.465), "side": "right"},
{"label": "陪伴区", "destinationId": "cafe_companion", "icon": "notice", "pos": Vector2(0.240, 0.280), "side": "right"},
{"label": "出口", "destinationId": "cafe_entrance", "icon": "gate", "pos": Vector2(0.500, 0.855), "side": "right"},
],
},
"PersonalSpace": {
"title": "我的房间",
"worldSize": Vector2(1024, 768),
"sourceNodes": [
"RoomBase",
],
"markers": [],
},
}
var _panel: PanelContainer
@@ -90,8 +98,13 @@ var _mapCamera: Camera2D
var _titleLabel: Label
var _markerNodes: Array[Control] = []
var _isOpen: bool = false
var _travelDestinations: Dictionary = {}
var _travelLocked: bool = false
var _destinationMenu: PopupMenu
var _destinationMenuIds: Dictionary = {}
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
mouse_filter = Control.MOUSE_FILTER_IGNORE
_build_ui()
set_panel_open(false)
@@ -107,6 +120,8 @@ func _notification(what: int) -> void:
_anchor_panel()
func _input(event: InputEvent) -> void:
if get_viewport().is_input_handled():
return
if not _isOpen:
return
if event is InputEventKey:
@@ -123,10 +138,20 @@ func set_panel_open(open: bool) -> void:
_panel.visible = _isOpen
if _isOpen:
_rebuild_minimap_world()
_load_travel_destinations()
func is_panel_open() -> bool:
return _isOpen
func is_escape_dismissible() -> bool:
return _isOpen
func get_escape_priority() -> int:
return 600
func request_escape_close() -> void:
set_panel_open(false)
func toggle_panel() -> void:
set_panel_open(not _isOpen)
@@ -152,6 +177,9 @@ func _build_ui() -> void:
content.add_child(_build_header())
content.add_child(_build_map_view())
_destinationMenu = PopupMenu.new()
_destinationMenu.id_pressed.connect(_on_destination_menu_selected)
add_child(_destinationMenu)
func _build_header() -> Control:
var header := HBoxContainer.new()
@@ -173,6 +201,20 @@ func _build_header() -> Control:
title.add_theme_font_size_override("font_size", 24)
header.add_child(title)
var destinationButton := Button.new()
destinationButton.text = "目的地"
destinationButton.tooltip_text = "查看全部快速传送目的地"
destinationButton.custom_minimum_size = Vector2(76, 38)
destinationButton.focus_mode = Control.FOCUS_NONE
destinationButton.mouse_default_cursor_shape = Control.CURSOR_POINTING_HAND
destinationButton.add_theme_font_size_override("font_size", 14)
destinationButton.add_theme_color_override("font_color", ACCENT_COLOR)
destinationButton.add_theme_stylebox_override("normal", _create_round_style(Color(0.902, 0.962, 0.995, 1.0), 14))
destinationButton.add_theme_stylebox_override("hover", _create_round_style(Color(0.818, 0.925, 0.980, 1.0), 14))
destinationButton.add_theme_stylebox_override("focus", StyleBoxEmpty.new())
destinationButton.pressed.connect(func() -> void: _show_destination_menu(destinationButton))
header.add_child(destinationButton)
var closeButton := Button.new()
closeButton.text = "×"
closeButton.tooltip_text = "关闭地图"
@@ -263,6 +305,16 @@ func _create_marker(marker: Dictionary) -> Control:
button.add_theme_stylebox_override("hover", _create_marker_style(Color(0.925, 0.966, 0.996, 0.98), ACCENT_COLOR))
button.add_theme_stylebox_override("pressed", _create_marker_style(Color(0.858, 0.925, 0.980, 0.98), ACCENT_COLOR.darkened(0.05)))
button.add_theme_stylebox_override("focus", StyleBoxEmpty.new())
var destinationId := str(marker.get("destinationId", "")).strip_edges()
var destination: Dictionary = _travelDestinations.get(destinationId, {})
var unlocked := destinationId.is_empty() or _travelDestinations.is_empty() or bool(destination.get("unlocked", false))
button.disabled = not unlocked or _travelLocked
button.tooltip_text = "点击快速传送" if unlocked else "首次到访后解锁"
if not unlocked:
button.modulate = Color(0.66, 0.69, 0.72, 0.72)
button.pressed.connect(func() -> void: return)
else:
button.pressed.connect(func() -> void: _request_travel(destinationId))
var row := HBoxContainer.new()
row.mouse_filter = Control.MOUSE_FILTER_IGNORE
@@ -281,7 +333,7 @@ func _create_marker(marker: Dictionary) -> Control:
var label := Label.new()
label.mouse_filter = Control.MOUSE_FILTER_IGNORE
label.text = str(marker.get("label", "地点"))
label.text = ("🔒 " if not unlocked else "") + str(marker.get("label", "地点"))
label.add_theme_color_override("font_color", TEXT_COLOR)
label.add_theme_font_size_override("font_size", 14)
row.add_child(label)
@@ -295,6 +347,117 @@ func _create_marker(marker: Dictionary) -> Control:
)
return button
func _load_travel_destinations() -> void:
var api := get_node_or_null("/root/ApiClient")
if api == null:
return
api.call("get_json", "/world/travel-destinations", func(success: bool, response: Dictionary, _error: Dictionary) -> void:
if not success:
return
var data_variant: Variant = response.get("data", [])
if not (data_variant is Array):
return
_travelDestinations.clear()
for entry in data_variant as Array:
if entry is Dictionary:
var destination: Dictionary = entry
_travelDestinations[str(destination.get("id", ""))] = destination
_render_markers()
, true)
func _show_destination_menu(origin: Control) -> void:
if not is_instance_valid(_destinationMenu):
return
_destinationMenu.clear()
_destinationMenuIds.clear()
if _travelDestinations.is_empty():
_destinationMenu.add_item("正在读取目的地…", 0)
_destinationMenu.set_item_disabled(0, true)
else:
var destinations: Array[Dictionary] = []
for destination_variant in _travelDestinations.values():
if destination_variant is Dictionary:
destinations.append(destination_variant as Dictionary)
destinations.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
var map_order := {"whale_port": 0, "work_zone": 1, "whale_cafe": 2, "personal_space": 3}
var order_a := int(map_order.get(str(a.get("mapId", "")), 9))
var order_b := int(map_order.get(str(b.get("mapId", "")), 9))
if order_a != order_b:
return order_a < order_b
return str(a.get("label", "")).naturalnocasecmp_to(str(b.get("label", ""))) < 0
)
var current_map := ""
var menu_id := 1
for destination in destinations:
var map_id := str(destination.get("mapId", ""))
if map_id != current_map:
if not current_map.is_empty():
_destinationMenu.add_separator()
_destinationMenu.add_item("%s" % _map_label(map_id), menu_id)
_destinationMenu.set_item_disabled(_destinationMenu.item_count - 1, true)
menu_id += 1
current_map = map_id
var unlocked := bool(destination.get("unlocked", false))
_destinationMenu.add_item(("" if unlocked else "🔒 ") + str(destination.get("label", "地点")), menu_id)
_destinationMenu.set_item_disabled(_destinationMenu.item_count - 1, not unlocked or _travelLocked)
_destinationMenuIds[menu_id] = str(destination.get("id", ""))
menu_id += 1
_destinationMenu.reset_size()
_destinationMenu.position = Vector2i(origin.get_screen_position() + Vector2(0.0, origin.size.y))
_destinationMenu.popup()
func _on_destination_menu_selected(menu_id: int) -> void:
var destination_id := str(_destinationMenuIds.get(menu_id, ""))
if not destination_id.is_empty():
_request_travel(destination_id)
func _request_travel(destinationId: String) -> void:
if destinationId.is_empty() or _travelLocked:
return
var socialManager := get_node_or_null("/root/SocialManager")
if socialManager == null or not socialManager.has_method("request_travel"):
return
_travelLocked = true
_render_markers()
socialManager.call("request_travel", destinationId, Callable(self, "_on_travel_authorized"))
func _on_travel_authorized(success: bool, destination: Dictionary) -> void:
if not success:
await get_tree().create_timer(1.0).timeout
_travelLocked = false
_render_markers()
return
var mapId := str(destination.get("mapId", ""))
var position := _scene_position_for_destination(mapId, Vector2(float(destination.get("x", 0.0)), float(destination.get("y", 0.0))))
var sceneName: String = str({"whale_port": "square", "work_zone": "work_zone", "whale_cafe": "cafe_interior", "personal_space": "personal_space"}.get(mapId, ""))
if sceneName.is_empty():
await get_tree().create_timer(1.0).timeout
_travelLocked = false
_render_markers()
return
set_panel_open(false)
SceneManager.set_next_destination_id(str(destination.get("id", "")))
SceneManager.set_next_scene_position(position)
SceneManager.change_scene(sceneName)
func _scene_position_for_destination(map_id: String, map_position: Vector2) -> Vector2:
# 服务端旅行目录使用小地图坐标;游戏场景则以地图中心为原点。
var origin := {
"whale_port": Vector2(1280, 960),
"work_zone": Vector2(1280, 960),
"whale_cafe": Vector2(768, 512),
"personal_space": Vector2(768, 512),
}.get(map_id, Vector2.ZERO) as Vector2
return map_position - origin
func _map_label(map_id: String) -> String:
return {
"whale_port": "中心广场",
"work_zone": "打工区",
"whale_cafe": "鲸鱼咖啡馆",
"personal_space": "我的房间",
}.get(map_id, map_id)
func _anchor_panel() -> void:
_panel.set_anchors_preset(Control.PRESET_TOP_RIGHT)
_panel.offset_left = -PANEL_SIZE.x - PANEL_MARGIN_RIGHT

View File

@@ -24,6 +24,7 @@ var _chatUiPrevMouseFilter: Control.MouseFilter = Control.MOUSE_FILTER_STOP
var _chatUiMouseDisabled: bool = false
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
get_tree().paused = true
_disableChatUiMouseInput()
@@ -39,6 +40,15 @@ func _ready() -> void:
func _exit_tree() -> void:
_restoreChatUiMouseInput()
func is_escape_dismissible() -> bool:
return is_inside_tree()
func get_escape_priority() -> int:
return 1000
func request_escape_close() -> void:
_onClosePressed()
func _setupDots() -> void:
for child in dotsContainer.get_children():
child.queue_free()

View File

@@ -8,7 +8,7 @@ extends Control
# ============================================================================
const HUD_MARGIN: Vector2 = Vector2(16, 16)
const SHORTCUT_BAR_SIZE: Vector2 = Vector2(350, 86)
const SHORTCUT_BAR_SIZE: Vector2 = Vector2(406, 86)
const PLAYER_PROFILE_BUTTON_SIZE: Vector2 = Vector2(210, 78)
const PLAYER_AVATAR_SIZE: Vector2 = Vector2(58, 58)
const HUD_SEPARATION: int = 18
@@ -95,6 +95,7 @@ func _build_shortcut_bar() -> PanelContainer:
row.add_child(_create_shortcut_button("task", "任务", _on_task_pressed))
row.add_child(_create_shortcut_button("backpack", "背包", _on_backpack_pressed))
row.add_child(_create_shortcut_button("friends", "好友", _on_friends_pressed))
row.add_child(_create_shortcut_button("activity", "通知", _on_notifications_pressed))
row.add_child(_create_shortcut_button("settings", "设置", _on_settings_pressed))
return panel
@@ -379,6 +380,11 @@ func _on_map_pressed() -> void:
if eventSystem != null:
eventSystem.call("emit_event", EventNames.HUD_MAP_TOGGLE, {})
func _on_notifications_pressed() -> void:
var socialManager := get_node_or_null("/root/SocialManager")
if socialManager != null and socialManager.has_method("toggle_notifications"):
socialManager.call("toggle_notifications")
func _on_task_pressed() -> void:
_emit_status_message("任务入口稍后接入")

View File

@@ -38,6 +38,7 @@ const DEFAULT_SETTINGS: Dictionary = {
"ui_scale": 1.00,
"fullscreen": false,
"show_interaction_hints": true,
"show_interaction_points": false,
"show_name_always": false,
"show_chat_bubbles": true,
"world_notifications": true,
@@ -45,6 +46,7 @@ const DEFAULT_SETTINGS: Dictionary = {
"friend_request_notifications": true,
"allow_nearby_private": true,
"allow_nearby_friend_requests": true,
"allow_nearby_profile": true,
"mute_ui_sfx": false,
}
@@ -73,6 +75,7 @@ var _transitionTween: Tween
var _avatarUploadPending: bool = false
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
visible = false
mouse_filter = Control.MOUSE_FILTER_IGNORE
set_process(false)
@@ -95,6 +98,8 @@ func _notification(what: int) -> void:
_position_panel()
func _input(event: InputEvent) -> void:
if get_viewport().is_input_handled():
return
if not _isOpen:
return
if event is InputEventKey:
@@ -136,6 +141,15 @@ func hide_panel(saveBeforeClose: bool = false) -> void:
func is_panel_open() -> bool:
return _isOpen
func is_escape_dismissible() -> bool:
return _isOpen
func get_escape_priority() -> int:
return 700
func request_escape_close() -> void:
hide_panel(true)
func _build_ui() -> void:
_overlay = ColorRect.new()
_overlay.name = "SettingsDimOverlay"
@@ -344,6 +358,7 @@ func _render_basic_content() -> void:
_content.add_child(_create_section("基础设置", [
_create_toggle_row("window", "全屏显示", "fullscreen", "适合专注游玩,窗口模式方便调试"),
_create_toggle_row("eye", "显示互动提示", "show_interaction_hints", "靠近 NPC、好友或公告板时显示按键提示"),
_create_toggle_row("eye", "显示交互点", "show_interaction_points", "用白色圆圈直接标出当前地图内的交互目标"),
_create_toggle_row("account", "始终显示名字", "show_name_always", "关闭时只在需要时显示玩家名称"),
]))
_content.add_child(_create_section("音频设置", [
@@ -365,25 +380,27 @@ func _render_chat_content() -> void:
_content.add_child(_create_section("聊天与社交", [
_create_toggle_row("chat", "世界频道提醒", "world_notifications", "收到世界频道消息时保留轻提示"),
_create_toggle_row("chat", "私聊提醒", "private_notifications", "好友或附近玩家私聊时提示"),
_create_toggle_row("account", "好友请求提醒", "friend_request_notifications", "对方按 F 发起好友申请时显示在好友列表"),
_create_toggle_row("account", "好友请求提醒", "friend_request_notifications", "附近玩家发起好友申请时显示在好友列表"),
_create_toggle_row("chat", "显示聊天气泡", "show_chat_bubbles", "气泡发送会同时进入世界频道"),
]))
_content.add_child(_create_section("附近玩家权限", [
_create_toggle_row("eye", "允许查看我的名片", "allow_nearby_profile", "关闭后陌生玩家无法在附近打开你的社区名片"),
_create_toggle_row("chat", "允许附近私聊", "allow_nearby_private", "附近玩家按 E 可以发起悄悄话"),
_create_toggle_row("account", "允许好友申请", "allow_nearby_friend_requests", "附近玩家按 F 可以发送好友申请"),
_create_toggle_row("account", "允许好友申请", "allow_nearby_friend_requests", "附近玩家可通过互动列表发送好友申请"),
]))
func _render_controls_content() -> void:
_content.add_child(_create_section("操作说明", [
_create_key_row("W A S D", "移动角色"),
_create_key_row("方向键", "备用移动"),
_create_key_row("E", "互动 / 附近私聊"),
_create_key_row("F", "发送好友申请"),
_create_key_row("方向键", "附近互动列表选择"),
_create_key_row("E", "执行选中的互动"),
_create_key_row("Esc", "关闭当前界面或结束当前互动"),
_create_key_row("T", "打开聊天输入"),
_create_key_row("Enter", "发送聊天消息"),
]))
_content.add_child(_create_section("操作辅助", [
_create_toggle_row("eye", "显示互动提示", "show_interaction_hints", "靠近可交互目标时显示按键提示"),
_create_toggle_row("eye", "显示交互点", "show_interaction_points", "用白色圆圈直接标出当前地图内的交互目标"),
_create_hint_row("当前版本使用固定键位;这里的开关会控制地图内的互动提示显示。"),
]))

View File

@@ -11,7 +11,7 @@ const GUIDE_PAGES: Array[Dictionary] = [
"image_path": "res://assets/maps/square/v1/props/center_whale_fountain_v2_hd_clean.png",
},
{
"text": "操作提示:\n\n- 按 [color=#ffaa00]E[/color] 键可以与 NPC、公告板和信息板互动。\n- 靠近目标后面向它,再按互动键。\n- 输入框获得焦点时,角色移动会暂停响应。",
"text": "操作提示:\n\n- 按 [color=#ffaa00]E[/color] 键可以与 NPC、公告板和信息板互动。\n- 靠近目标后面向它,再按互动键。\n- 按 [color=#ffaa00]Esc[/color] 可以关闭当前界面或结束当前互动。\n- 输入框获得焦点时,角色移动会暂停响应。",
"image_path": "res://assets/maps/square/v1/props/bottom_entrance_right_service_props_v2_hd_clean.png",
},
]
@@ -38,6 +38,7 @@ var _guideCurrentPage: int = 0
var _guideTween: Tween
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
_disableChatUiMouseInput()
var closeButton := find_child("CloseButton", true, false) as Button
@@ -52,8 +53,20 @@ func _exit_tree() -> void:
_restoreChatUiMouseInput()
func _input(event: InputEvent) -> void:
if get_viewport().is_input_handled():
return
if event.is_action_pressed("ui_cancel"):
queue_free()
get_viewport().set_input_as_handled()
func is_escape_dismissible() -> bool:
return is_inside_tree()
func get_escape_priority() -> int:
return 980
func request_escape_close() -> void:
queue_free()
func _onClosePressed() -> void:
queue_free()

View File

@@ -62,6 +62,7 @@ var _transitionTween: Tween
var _toastTween: Tween
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
visible = false
mouse_filter = Control.MOUSE_FILTER_IGNORE
set_process(false)
@@ -82,6 +83,8 @@ func _notification(what: int) -> void:
_position_panel()
func _input(event: InputEvent) -> void:
if get_viewport().is_input_handled():
return
if not _isOpen:
return
if event is InputEventKey:
@@ -120,6 +123,18 @@ func hide_panel() -> void:
func is_panel_open() -> bool:
return _isOpen
func is_escape_dismissible() -> bool:
return _isOpen
func get_escape_priority() -> int:
return 700
func request_escape_close() -> void:
if is_instance_valid(_confirmDialog) and _confirmDialog.visible:
_hide_confirm_dialog()
return
hide_panel()
func _build_ui() -> void:
_overlay = ColorRect.new()
_overlay.name = "mallDimOverlay"