forked from xiangwang25/whale-town-front-v2
169 lines
6.2 KiB
GDScript
169 lines
6.2 KiB
GDScript
extends CharacterBody2D
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class_name NPCController
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# ============================================================================
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# 文件名: NPCController.gd
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# 作用: 通用 NPC 控制器,负责角色待机表现与交互对话
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#
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# 主要功能:
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# - 播放 NPC 待机动画
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# - 响应玩家射线交互
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# - 触发聊天气泡与 NPC 对话事件
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#
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# 依赖: EventSystem, EventNames, ChatBubble
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# 作者: Codex
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# 创建时间: 2026-03-10
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# ============================================================================
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signal interaction_happened(text: String)
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const CHAT_BUBBLE_SCENE: PackedScene = preload("res://scenes/ui/ChatBubble.tscn")
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const CHAT_BUBBLE_LAYER_NAME: String = "WorldChatBubbleLayer"
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const CHAT_BUBBLE_TARGET_OFFSET: Vector2 = Vector2(0, -84)
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const NPC_TALKED_EVENT: String = "npc_talked"
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const WORLD_SORT_Z_OFFSET: int = 2048
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const WORLD_TEXT_THEME = preload("res://assets/ui/world_text_theme.tres")
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const NAMEPLATE_RENDER_SCALE: float = 0.5
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const NAMEPLATE_FONT_SIZE: int = 24
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const NAMEPLATE_VISUAL_HEIGHT: int = 22
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const NAMEPLATE_VISUAL_MIN_WIDTH: int = 76
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const NAMEPLATE_VISUAL_MAX_WIDTH: int = 118
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const NAMEPLATE_VISUAL_CHAR_WIDTH: int = 12
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@export var npcName: String = "NPC"
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@export_multiline var dialogue: String = "欢迎来到WhaleTown,我是镇长范鲸晶"
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@export var showNameplate: bool = false
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@export var nameplateOffsetY: float = -112.0
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@export var interactionDistance: float = 150.0
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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var _nameplate: Label
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func _ready() -> void:
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if get_node_or_null("CafeCompanionTarget") == null:
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var interactable: InteractableComponent = InteractableComponent.new()
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interactable.interaction_id = "npc:%s" % str(get_path())
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interactable.interaction_title = "与 %s 交谈" % npcName
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interactable.interaction_priority = 40
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interactable.interaction_distance = interactionDistance
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interactable.activation_method = &"interact"
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add_child(interactable)
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# 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。
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if animation_player.has_animation("idle"):
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animation_player.play("idle")
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_update_nameplate()
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_update_world_sort_z()
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# 保持 NPC 可被玩家射线与角色碰撞识别。
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collision_layer = 3
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collision_mask = 3
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func _physics_process(_delta: float) -> void:
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_update_world_sort_z()
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# 处理玩家交互,展示气泡并向全局事件系统广播。
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func interact() -> void:
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var taskManager := get_node_or_null("/root/TaskManager")
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if taskManager != null and taskManager.has_method("report_activity"):
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taskManager.call("report_activity", "facility_interacted", "npc")
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show_bubble(dialogue)
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var eventSystem: Node = get_node_or_null("/root/EventSystem")
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if eventSystem != null:
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eventSystem.call("emit_event", NPC_TALKED_EVENT, {
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"npc": self,
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"npc_name": npcName,
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"dialogue": dialogue
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})
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interaction_happened.emit(dialogue)
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# 在 NPC 头顶生成一次性聊天气泡。
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#
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# 参数:
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# text: String - 要展示的对话内容
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func show_bubble(text: String) -> void:
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var bubble: Control = CHAT_BUBBLE_SCENE.instantiate() as Control
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if bubble == null:
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return
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var bubbleLayer: CanvasLayer = _get_chat_bubble_layer()
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bubbleLayer.add_child(bubble)
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if bubble.has_method("set_text"):
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bubble.call("set_text", text, self, CHAT_BUBBLE_TARGET_OFFSET)
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func _get_chat_bubble_layer() -> CanvasLayer:
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var root: Window = get_tree().root
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var layer: CanvasLayer = root.get_node_or_null(CHAT_BUBBLE_LAYER_NAME) as CanvasLayer
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if layer != null:
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return layer
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layer = CanvasLayer.new()
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layer.name = CHAT_BUBBLE_LAYER_NAME
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layer.layer = 20
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root.add_child(layer)
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return layer
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func _update_world_sort_z() -> void:
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z_index = WORLD_SORT_Z_OFFSET + int(round(global_position.y))
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func _update_nameplate() -> void:
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if not showNameplate:
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if is_instance_valid(_nameplate):
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_nameplate.visible = false
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return
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if not is_instance_valid(_nameplate):
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_nameplate = Label.new()
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_nameplate.name = "Nameplate"
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add_child(_nameplate)
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var displayName := npcName.strip_edges()
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if displayName.is_empty():
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displayName = "NPC"
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var visualWidth := _nameplate_visual_width(displayName)
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var renderWidth := ceili(float(visualWidth) / NAMEPLATE_RENDER_SCALE)
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var renderHeight := ceili(float(NAMEPLATE_VISUAL_HEIGHT) / NAMEPLATE_RENDER_SCALE)
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_nameplate.theme = WORLD_TEXT_THEME
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_nameplate.text = displayName
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_nameplate.visible = true
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_nameplate.z_index = 30
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_nameplate.scale = Vector2.ONE * NAMEPLATE_RENDER_SCALE
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_nameplate.position = Vector2(float(visualWidth) * -0.5, nameplateOffsetY)
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_nameplate.custom_minimum_size = Vector2(renderWidth, renderHeight)
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_nameplate.size = _nameplate.custom_minimum_size
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_nameplate.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_nameplate.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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_nameplate.clip_text = true
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_nameplate.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS
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_nameplate.mouse_filter = Control.MOUSE_FILTER_IGNORE
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_nameplate.add_theme_color_override("font_color", Color(0.12, 0.20, 0.24, 1.0))
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_nameplate.add_theme_color_override("font_shadow_color", Color(1.0, 1.0, 1.0, 0.85))
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_nameplate.add_theme_constant_override("shadow_offset_x", 0)
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_nameplate.add_theme_constant_override("shadow_offset_y", 1)
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_nameplate.add_theme_font_size_override("font_size", NAMEPLATE_FONT_SIZE)
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_nameplate.add_theme_stylebox_override("normal", _create_nameplate_style())
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func _nameplate_visual_width(displayName: String) -> int:
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var estimatedWidth := displayName.length() * NAMEPLATE_VISUAL_CHAR_WIDTH + 28
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return clampi(estimatedWidth, NAMEPLATE_VISUAL_MIN_WIDTH, NAMEPLATE_VISUAL_MAX_WIDTH)
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func _create_nameplate_style() -> StyleBoxFlat:
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var style := StyleBoxFlat.new()
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style.bg_color = Color(1.0, 0.988, 0.955, 0.96)
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style.border_color = Color(0.18, 0.34, 0.38, 0.92)
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style.border_width_left = 2
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style.border_width_top = 2
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style.border_width_right = 2
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style.border_width_bottom = 2
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style.corner_radius_top_left = 12
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style.corner_radius_top_right = 12
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style.corner_radius_bottom_left = 12
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style.corner_radius_bottom_right = 12
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style.content_margin_left = 12
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style.content_margin_top = 4
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style.content_margin_right = 12
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style.content_margin_bottom = 4
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style.shadow_color = Color(0.05, 0.08, 0.09, 0.18)
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style.shadow_size = 4
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style.shadow_offset = Vector2(0, 2)
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return style
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