extends CharacterBody2D class_name NPCController # ============================================================================ # 文件名: NPCController.gd # 作用: 通用 NPC 控制器,负责角色待机表现与交互对话 # # 主要功能: # - 播放 NPC 待机动画 # - 响应玩家射线交互 # - 打开 NPC 对话框并广播 NPC 对话事件 # # 依赖: EventSystem, EventNames, ChatUI # 作者: Codex # 创建时间: 2026-03-10 # ============================================================================ signal interaction_happened(text: String) const NPC_TALKED_EVENT: String = "npc_talked" const NPC_COLLISION_LAYER: int = 2 const NPC_COLLISION_MASK: int = 1 const WORLD_SORT_Z_OFFSET: int = 2048 const WORLD_TEXT_THEME = preload("res://assets/ui/world_text_theme.tres") const NAMEPLATE_RENDER_SCALE: float = 0.5 const NAMEPLATE_FONT_SIZE: int = 16 const NAMEPLATE_VISUAL_HEIGHT: int = 15 const NAMEPLATE_VISUAL_MIN_WIDTH: int = 64 const NAMEPLATE_VISUAL_MAX_WIDTH: int = 100 const NAMEPLATE_FONT_ZH: FontFile = preload("res://assets/fonts/fusion-pixel-12px/fusion-pixel-12px-proportional-zh_hans.ttf.woff2") const NAMEPLATE_FONT_LATIN: FontFile = preload("res://assets/fonts/fusion-pixel-12px/fusion-pixel-12px-proportional-latin.ttf.woff2") @export var npcName: String = "NPC" @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 @onready var animation_player: AnimationPlayer = $AnimationPlayer var _nameplate: Label var _nicknameFont: FontFile func _ready() -> void: # 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") _update_nameplate() _update_world_sort_z() # NPC 单独占用交互层;玩家的物理掩码同时包含地图层和 NPC 层。 collision_layer = NPC_COLLISION_LAYER collision_mask = NPC_COLLISION_MASK func _physics_process(_delta: float) -> void: _update_world_sort_z() # 处理玩家交互,打开统一对话框并向全局事件系统广播。 func interact() -> void: var chatUi := get_tree().root.find_child("ChatUI", true, false) if chatUi != null and chatUi.has_method("show_npc_dialogue"): chatUi.call("show_npc_dialogue", npcName, dialogue) var eventSystem: Node = get_node_or_null("/root/EventSystem") if eventSystem != null: eventSystem.call("emit_event", NPC_TALKED_EVENT, { "npc": self, "npc_name": npcName, "dialogue": dialogue }) interaction_happened.emit(dialogue) func _update_world_sort_z() -> void: z_index = WORLD_SORT_Z_OFFSET + int(round(global_position.y)) func _update_nameplate() -> void: if not showNameplate: if is_instance_valid(_nameplate): _nameplate.visible = false return if not is_instance_valid(_nameplate): _nameplate = Label.new() _nameplate.name = "Nameplate" add_child(_nameplate) var displayName := npcName.strip_edges() if displayName.is_empty(): displayName = "NPC" var visualWidth := _nameplate_visual_width(displayName) var renderWidth := ceili(float(visualWidth) / NAMEPLATE_RENDER_SCALE) var renderHeight := ceili(float(NAMEPLATE_VISUAL_HEIGHT) / NAMEPLATE_RENDER_SCALE) _nameplate.theme = WORLD_TEXT_THEME _nameplate.text = displayName _nameplate.visible = true _nameplate.z_index = 30 _nameplate.scale = Vector2.ONE * NAMEPLATE_RENDER_SCALE _nameplate.position = Vector2(float(visualWidth) * -0.5, nameplateOffsetY) _nameplate.custom_minimum_size = Vector2(renderWidth, renderHeight) _nameplate.size = _nameplate.custom_minimum_size _nameplate.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER _nameplate.vertical_alignment = VERTICAL_ALIGNMENT_CENTER _nameplate.clip_text = true _nameplate.text_overrun_behavior = TextServer.OVERRUN_TRIM_ELLIPSIS _nameplate.mouse_filter = Control.MOUSE_FILTER_IGNORE _nameplate.add_theme_color_override("font_color", Color(0.09, 0.25, 0.31, 1.0)) _nameplate.add_theme_color_override("font_outline_color", Color(1.0, 0.965, 0.88, 0.98)) _nameplate.add_theme_constant_override("outline_size", 3) _nameplate.add_theme_font_override("font", _get_nickname_font()) _nameplate.add_theme_font_size_override("font_size", NAMEPLATE_FONT_SIZE) _nameplate.add_theme_stylebox_override("normal", StyleBoxEmpty.new()) func _nameplate_visual_width(displayName: String) -> int: var measuredWidth := _get_nickname_font().get_string_size(displayName, HORIZONTAL_ALIGNMENT_LEFT, -1, NAMEPLATE_FONT_SIZE).x var visualWidth := ceili(measuredWidth * NAMEPLATE_RENDER_SCALE + 20.0) return clampi(visualWidth, NAMEPLATE_VISUAL_MIN_WIDTH, NAMEPLATE_VISUAL_MAX_WIDTH) func _get_nickname_font() -> FontFile: if _nicknameFont == null: _nicknameFont = NAMEPLATE_FONT_ZH.duplicate() as FontFile _nicknameFont.fallbacks = [NAMEPLATE_FONT_LATIN] return _nicknameFont