feat: 增加player从广场到房间互相跳转的动作逻辑
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@@ -36,6 +36,7 @@ signal scene_change_started(scene_name: String)
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# 场景状态
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var current_scene_name: String = "" # 当前场景名称
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var is_changing_scene: bool = false # 是否正在切换场景
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var _next_scene_position: Variant = null # 下一个场景的初始位置 (Vector2 or null)
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# 场景路径映射表
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# 将场景名称映射到实际的文件路径
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@@ -47,7 +48,9 @@ var scene_paths: Dictionary = {
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"battle": "res://scenes/maps/battle_scene.tscn", # 战斗场景 - 战斗系统
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"inventory": "res://scenes/ui/InventoryWindow.tscn", # 背包界面
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"shop": "res://scenes/ui/ShopWindow.tscn", # 商店界面
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"settings": "res://scenes/ui/SettingsWindow.tscn" # 设置界面
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"settings": "res://scenes/ui/SettingsWindow.tscn", # 设置界面
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"room": "res://scenes/Maps/room.tscn", # 房间场景
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"square": "res://scenes/Maps/square.tscn" # 广场场景
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}
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# ============ 生命周期方法 ============
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@@ -134,6 +137,17 @@ func change_scene(scene_name: String, use_transition: bool = true):
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func get_current_scene_name() -> String:
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return current_scene_name
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# 设置下一个场景的初始位置
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func set_next_scene_position(pos: Vector2) -> void:
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_next_scene_position = pos
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# 获取并清除下一个场景的初始位置
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func get_next_scene_position() -> Variant:
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var pos = _next_scene_position
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_next_scene_position = null
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return pos
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# ============ 场景注册方法 ============
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# 注册新场景
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