4 Commits
main ... dev

Author SHA1 Message Date
ANG-Server
bb91ccea21 docs: document frontend exports 2026-07-22 00:45:16 +08:00
ANG-Server
aa19f157f2 fix: align interaction anchors with collision areas 2026-07-21 23:47:24 +08:00
ANG-Server
74a0fb8309 refactor: unify interactable components 2026-07-21 23:23:26 +08:00
ANG-Server
9dee47492c feat: add nearby social interactions 2026-07-21 23:07:31 +08:00
48 changed files with 1547 additions and 89 deletions

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@@ -16,6 +16,17 @@ WhaleTown V2 前端是基于 Godot 4.6 的 2D 多人小镇客户端。
2. 用 Godot 打开 `project.godot`
3. 运行默认主场景。
## 导出
仓库包含 Web 和 Linux 导出预设。安装 Godot 4.6 导出模板后可执行:
```bash
godot --headless --path . --export-release Web build/web/index.html
godot --headless --path . --export-release "Linux/X11" build/linux/WhaleTown-V2.x86_64
```
Web 产物是静态文件,必须通过 HTTP/HTTPS 服务器发布,不要直接用 `file://` 打开。
默认连接 WhaleTown 生产 API 和 WebSocket 服务。本地联调时可使用以下环境变量覆盖:
- `WHALETOWN_API_BASE_URL`

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@@ -82,6 +82,8 @@ const CHAT_LOGIN_FAILED = "chat_login_failed"
const CHAT_PRIVATE_TARGET_SELECTED = "chat_private_target_selected"
const CHAT_FRIEND_SELECTED = "chat_friend_selected"
const CHAT_FRIENDS_UPDATED = "chat_friends_updated"
const SOCIAL_NOTIFICATION_RECEIVED = "social_notification_received"
const SOCIAL_PROFILE_UPDATED = "social_profile_updated"
# ============================================================================
# 咖啡店陪伴机器人事件

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@@ -0,0 +1,100 @@
class_name InteractableComponent
extends Node
# 可挂载于任意 Node2D 宿主的交互组件。
# 它统一负责交互锚点、距离过滤、白圈位置和静态动作;复杂宿主可通过
# build_interaction_actions(component, player) 返回多个 InteractionAction。
const GROUP: StringName = &"whaletown_interactable_component"
@export_category("Interaction")
@export var interaction_id: String = ""
@export var interaction_title: String = ""
@export var interaction_priority: int = 100
@export var interaction_distance: float = 150.0
@export var activation_method: StringName = &""
@export var show_marker: bool = true
@export_category("Anchor")
@export var anchor_path: NodePath = NodePath("")
var _host: Node2D
func _ready() -> void:
_host = get_parent() as Node2D
if _host == null:
push_error("InteractableComponent 必须挂在 Node2D 宿主下:%s" % get_path())
return
add_to_group(GROUP)
func get_actions(player: Node2D) -> Array[InteractionAction]:
var actions: Array[InteractionAction] = []
if player == null or not is_interaction_active():
return actions
var distance: float = get_anchor_position().distance_to(player.global_position)
if distance > interaction_distance:
return actions
if _host != null and _host.has_method("build_interaction_actions"):
var actions_variant: Variant = _host.call("build_interaction_actions", self, player)
if actions_variant is Array:
for action_variant: Variant in actions_variant as Array:
if action_variant is InteractionAction:
var action: InteractionAction = action_variant as InteractionAction
if action.is_valid():
action.distance = distance
actions.append(action)
return actions
var default_action: InteractionAction = _create_default_action()
if default_action != null:
default_action.distance = distance
actions.append(default_action)
return actions
func get_marker_positions() -> Array[Vector2]:
if not show_marker or not is_interaction_active():
return []
return [get_anchor_position()]
func get_anchor_position() -> Vector2:
var anchor: Node2D = _resolve_anchor()
if anchor == null:
return Vector2.ZERO
var collision_shape: CollisionShape2D = _first_enabled_collision_shape(anchor)
return collision_shape.global_position if collision_shape != null else anchor.global_position
func is_interaction_active() -> bool:
if _host == null:
return false
if _host.has_method("is_interaction_active"):
return bool(_host.call("is_interaction_active", self))
return true
func _create_default_action() -> InteractionAction:
if _host == null or activation_method.is_empty() or interaction_id.strip_edges().is_empty() or interaction_title.strip_edges().is_empty():
return null
if not _host.has_method(activation_method):
push_warning("InteractableComponent: %s 不存在方法 %s" % [_host.get_path(), activation_method])
return null
return InteractionAction.create(interaction_id, interaction_title, interaction_priority, Callable(_host, activation_method))
func _resolve_anchor() -> Node2D:
if _host == null:
return null
if not anchor_path.is_empty():
var explicit_anchor: Node2D = _host.get_node_or_null(anchor_path) as Node2D
if explicit_anchor != null:
return explicit_anchor
return _host
func _first_enabled_collision_shape(anchor: Node) -> CollisionShape2D:
var direct_shape: CollisionShape2D = anchor as CollisionShape2D
if direct_shape != null and not direct_shape.disabled and direct_shape.shape != null:
return direct_shape
for child: Node in anchor.get_children():
var collision_shape: CollisionShape2D = child as CollisionShape2D
if collision_shape != null and not collision_shape.disabled and collision_shape.shape != null:
return collision_shape
for child: Node in anchor.get_children():
var nested_shape: CollisionShape2D = _first_enabled_collision_shape(child)
if nested_shape != null:
return nested_shape
return null

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@@ -0,0 +1 @@
uid://cn3fccr0qc41h

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@@ -0,0 +1,20 @@
class_name InteractionAction
extends RefCounted
# 交互管理器使用的强类型动作数据,避免各交互物品以 Dictionary 约定字段。
var id: String = ""
var title: String = ""
var priority: int = 100
var distance: float = INF
var activate: Callable = Callable()
static func create(action_id: String, action_title: String, action_priority: int, callback: Callable) -> InteractionAction:
var action: InteractionAction = InteractionAction.new()
action.id = action_id
action.title = action_title
action.priority = action_priority
action.activate = callback
return action
func is_valid() -> bool:
return not id.strip_edges().is_empty() and not title.strip_edges().is_empty() and activate.is_valid()

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@@ -0,0 +1 @@
uid://dbrui8h3sbjrn

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@@ -32,6 +32,7 @@ var _session_generation: int = 0
var _account_generation: int = 0
var _refresh_in_flight: bool = false
var _auth_config_path: String = DEFAULT_AUTH_CONFIG_PATH
var _show_welcome_after_registration: bool = false
func _ready() -> void:
_load_cached_session()
@@ -70,6 +71,11 @@ func get_account_generation() -> int:
func get_auth_config_path() -> String:
return _auth_config_path
func consume_registration_welcome() -> bool:
var should_show: bool = _show_welcome_after_registration
_show_welcome_after_registration = false
return should_show
func login(identifier: String, password: String) -> void:
var normalized_identifier := identifier.strip_edges()
if normalized_identifier.is_empty():
@@ -297,6 +303,7 @@ func _on_register_response(success: bool, data: Dictionary, error_info: Dictiona
register_failed.emit("注册响应缺少 access_token")
return
_show_welcome_after_registration = true
_emit_event(EventNames.AUTH_REGISTER_SUCCESS, {
"user": get_current_user()
})

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@@ -979,6 +979,12 @@ func _on_data_received(message: String) -> void:
_handle_chat_error(data)
"chat_render":
_handle_chat_render(data)
"dm_message":
_handle_direct_message(data)
"dm_read":
_emit_event(EventNames.SOCIAL_NOTIFICATION_RECEIVED, {"type": "dm_read", "data": data})
"notification_created", "friendship_changed", "friend_presence_changed":
_emit_event(EventNames.SOCIAL_NOTIFICATION_RECEIVED, {"type": message_type, "data": data})
"friend_list":
_handle_friend_list(data)
"friend_added":
@@ -1301,6 +1307,41 @@ func _handle_chat_render(data: Dictionary) -> void:
"is_private": is_private
})
func _handle_direct_message(data: Dictionary) -> void:
var message_variant: Variant = data.get("message", {})
if not (message_variant is Dictionary):
return
var message: Dictionary = message_variant
var sender_variant: Variant = message.get("sender", {})
var sender: Dictionary = sender_variant if sender_variant is Dictionary else {}
var sender_id := str(message.get("senderId", "")).strip_edges()
var recipient_id := str(message.get("recipientId", "")).strip_edges()
var from_user := str(sender.get("nickname", sender.get("username", "玩家"))).strip_edges()
var is_self := sender_id == _current_user_id()
var payload := {
"from": from_user,
"fromUserId": sender_id,
"txt": str(message.get("content", "")),
"timestamp": message.get("createdAt", Time.get_unix_time_from_system()),
"scope": "private",
"toUserId": recipient_id,
"toUsername": "",
"privateContext": "dm",
"bubble": false,
}
if is_self and _consume_pending_self_message(str(payload.get("txt", "")), "private", recipient_id):
return
_handle_chat_render(payload)
_emit_event(EventNames.SOCIAL_NOTIFICATION_RECEIVED, {"type": "dm_message", "data": data})
func _current_user_id() -> String:
var authManager := get_node_or_null("/root/AuthManager")
if authManager != null and authManager.has_method("get_current_user"):
var user_variant: Variant = authManager.call("get_current_user")
if user_variant is Dictionary:
return str((user_variant as Dictionary).get("id", ""))
return ""
# 解析聊天消息时间戳(兼容 unix 秒 / ISO 8601 字符串)
func _parse_chat_timestamp_to_unix(timestamp_raw: Variant) -> float:
if typeof(timestamp_raw) == TYPE_INT or typeof(timestamp_raw) == TYPE_FLOAT:
@@ -1511,12 +1552,14 @@ func _normalize_friend_requests(requests_variant: Variant) -> Array[Dictionary]:
if not (request_variant is Dictionary):
continue
var request: Dictionary = request_variant
var user_id := str(request.get("userId", request.get("user_id", ""))).strip_edges()
var requester_variant: Variant = request.get("requester", {})
var requester: Dictionary = requester_variant if requester_variant is Dictionary else {}
var user_id := str(request.get("userId", request.get("user_id", requester.get("id", "")))).strip_edges()
if user_id.is_empty():
continue
requests.append({
"user_id": user_id,
"username": str(request.get("username", "玩家")).strip_edges(),
"username": str(request.get("username", requester.get("nickname", requester.get("username", "玩家")))).strip_edges(),
"created_at": str(request.get("createdAt", request.get("created_at", ""))).strip_edges()
})
return requests

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@@ -0,0 +1,245 @@
extends Node
# 全地图统一交互收集角色附近的动作通过方向键选择、E 执行。
const SCAN_INTERVAL: float = 0.10
const MAX_ACTIONS_VISIBLE: int = 5
const ACCENT: Color = Color("58c7db")
const PANEL_COLOR: Color = Color(0.035, 0.071, 0.106, 0.94)
const INTERACTION_POINT_MARKERS_SCRIPT: Script = preload("res://_Core/ui/InteractionPointMarkers.gd")
var _actions: Array[InteractionAction] = []
var _selected_index: int = 0
var _last_selected_id: String = ""
var _scan_elapsed: float = SCAN_INTERVAL
var _canvas: CanvasLayer
var _panel: PanelContainer
var _list: VBoxContainer
var _hint: Label
var _executing: bool = false
var _pointMarkers: Node2D
func _ready() -> void:
_build_hud()
func _process(delta: float) -> void:
_scan_elapsed += delta
if _scan_elapsed < SCAN_INTERVAL:
return
_scan_elapsed = 0.0
_refresh_actions()
func _unhandled_input(event: InputEvent) -> void:
if _actions.is_empty() or _is_text_input_focused():
return
if not (event is InputEventKey):
return
var key_event := event as InputEventKey
if not key_event.pressed or key_event.echo:
return
if key_event.keycode == KEY_UP:
_select_offset(-1)
get_viewport().set_input_as_handled()
elif key_event.keycode == KEY_DOWN:
_select_offset(1)
get_viewport().set_input_as_handled()
elif key_event.keycode == KEY_E:
_execute_selected()
get_viewport().set_input_as_handled()
func is_selection_active() -> bool:
return not _actions.is_empty() and not _is_text_input_focused()
func _refresh_actions() -> void:
if _is_text_input_focused() or SceneManager.is_changing_scene:
_set_actions([])
return
var player := _local_player()
if player == null:
_set_actions([])
return
var collected: Array[InteractionAction] = []
for node: Node in get_tree().get_nodes_in_group(InteractableComponent.GROUP):
var interactable: InteractableComponent = node as InteractableComponent
if interactable == null:
continue
for action: InteractionAction in interactable.get_actions(player):
collected.append(action)
collected.sort_custom(func(a: InteractionAction, b: InteractionAction) -> bool:
if a.priority != b.priority:
return a.priority < b.priority
if not is_equal_approx(a.distance, b.distance):
return a.distance < b.distance
return a.title < b.title
)
_set_actions(collected)
func _set_actions(next_actions: Array[InteractionAction]) -> void:
_actions = next_actions
if _actions.is_empty():
_selected_index = 0
_last_selected_id = ""
_render()
return
var matched_index := -1
for index in _actions.size():
if _actions[index].id == _last_selected_id:
matched_index = index
break
_selected_index = matched_index if matched_index >= 0 else clampi(_selected_index, 0, _actions.size() - 1)
_last_selected_id = _actions[_selected_index].id
_render()
func _select_offset(offset: int) -> void:
if _actions.is_empty():
return
_selected_index = posmod(_selected_index + offset, _actions.size())
_last_selected_id = _actions[_selected_index].id
_render()
func _execute_selected() -> void:
if _executing or _actions.is_empty():
return
var action: InteractionAction = _actions[_selected_index]
if not action.activate.is_valid():
return
_executing = true
_render()
action.activate.call()
await get_tree().create_timer(0.18).timeout
_executing = false
_refresh_actions()
func _local_player() -> Node2D:
var players := get_tree().get_nodes_in_group("whaletown_local_player")
return players.front() as Node2D if not players.is_empty() else null
func _build_hud() -> void:
_canvas = CanvasLayer.new()
_canvas.layer = 90
add_child(_canvas)
_panel = PanelContainer.new()
_panel.set_anchors_preset(Control.PRESET_CENTER_BOTTOM)
_panel.position = Vector2(-250, -282)
_panel.size = Vector2(500, 214)
_panel.mouse_filter = Control.MOUSE_FILTER_IGNORE
_panel.add_theme_stylebox_override("panel", _panel_style())
_canvas.add_child(_panel)
var margin := MarginContainer.new()
margin.add_theme_constant_override("margin_left", 14)
margin.add_theme_constant_override("margin_top", 10)
margin.add_theme_constant_override("margin_right", 14)
margin.add_theme_constant_override("margin_bottom", 10)
_panel.add_child(margin)
var content := VBoxContainer.new()
content.add_theme_constant_override("separation", 4)
margin.add_child(content)
_list = VBoxContainer.new()
_list.add_theme_constant_override("separation", 2)
content.add_child(_list)
_hint = Label.new()
_hint.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
_hint.add_theme_color_override("font_color", Color(0.67, 0.79, 0.85, 1.0))
_hint.add_theme_font_size_override("font_size", 14)
_hint.text = "[↑/↓] 选择 [E] 交互"
content.add_child(_hint)
_render()
func _render() -> void:
if not is_instance_valid(_panel):
return
var show_hints: bool = _should_show_interaction_hints()
_panel.visible = show_hints and not _actions.is_empty()
_render_interaction_points()
for child in _list.get_children():
child.queue_free()
if _actions.is_empty():
return
var start: int = clampi(_selected_index - 2, 0, maxi(0, _actions.size() - MAX_ACTIONS_VISIBLE))
var finish: int = mini(_actions.size(), start + MAX_ACTIONS_VISIBLE)
for index in range(start, finish):
var action: InteractionAction = _actions[index]
var row := Label.new()
row.custom_minimum_size = Vector2(0, 29)
row.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
row.add_theme_font_size_override("font_size", 16)
var selected := index == _selected_index
row.text = (" " if selected else " ") + action.title + ("" if selected and _executing else "")
row.add_theme_color_override("font_color", ACCENT if selected else Color(0.92, 0.96, 0.98, 1.0))
if selected:
row.add_theme_stylebox_override("normal", _selected_style())
_list.add_child(row)
_hint.text = "[↑/↓] 选择 [E] 交互 [Esc] 关闭" + (" %d" % _actions.size() if _actions.size() > 1 else "")
func _render_interaction_points() -> void:
if not _should_show_interaction_points():
if is_instance_valid(_pointMarkers):
var empty_points: Array[Vector2] = []
_pointMarkers.call("set_points", empty_points)
return
var markers: Node2D = _ensure_point_markers()
if markers == null:
return
var positions: Array[Vector2] = []
for node: Node in get_tree().get_nodes_in_group(InteractableComponent.GROUP):
var interactable: InteractableComponent = node as InteractableComponent
if interactable == null:
continue
for position: Vector2 in interactable.get_marker_positions():
positions.append(position)
markers.call("set_points", positions)
func _ensure_point_markers() -> Node2D:
var current_scene: Node = get_tree().current_scene
var world_root: Node2D = current_scene as Node2D
if world_root == null:
return null
if is_instance_valid(_pointMarkers) and _pointMarkers.get_parent() == world_root:
return _pointMarkers
var markers: Node2D = INTERACTION_POINT_MARKERS_SCRIPT.new() as Node2D
if markers == null:
return null
markers.name = "InteractionPointMarkers"
markers.z_index = 4096
markers.z_as_relative = false
world_root.add_child(markers)
_pointMarkers = markers
return _pointMarkers
func _should_show_interaction_hints() -> bool:
return _get_setting_enabled("show_interaction_hints", true)
func _should_show_interaction_points() -> bool:
return _get_setting_enabled("show_interaction_points", false)
func _get_setting_enabled(setting_key: String, fallback: bool) -> bool:
var settings_manager: Node = get_node_or_null("/root/SettingsManager")
if settings_manager != null and settings_manager.has_method("get_bool"):
return bool(settings_manager.call("get_bool", setting_key))
return fallback
func _panel_style() -> StyleBoxFlat:
var style := StyleBoxFlat.new()
style.bg_color = PANEL_COLOR
style.border_color = Color(0.20, 0.45, 0.54, 0.86)
style.set_border_width_all(1)
style.corner_radius_top_left = 10
style.corner_radius_top_right = 10
style.corner_radius_bottom_left = 10
style.corner_radius_bottom_right = 10
style.shadow_color = Color(0, 0, 0, 0.35)
style.shadow_size = 10
return style
func _selected_style() -> StyleBoxFlat:
var style := StyleBoxFlat.new()
style.bg_color = Color(0.12, 0.32, 0.38, 0.74)
style.corner_radius_top_left = 6
style.corner_radius_top_right = 6
style.corner_radius_bottom_left = 6
style.corner_radius_bottom_right = 6
style.content_margin_left = 6
return style
func _is_text_input_focused() -> bool:
var focus_owner := get_viewport().gui_get_focus_owner()
return focus_owner is LineEdit or focus_owner is TextEdit

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@@ -0,0 +1 @@
uid://cg46uuk3hxvqe

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@@ -38,6 +38,7 @@ var current_scene_name: String = "" # 当前场景名称
var is_changing_scene: bool = false # 是否正在切换场景
var _next_scene_position: Variant = null # 下一个场景的初始位置 (Vector2 or null)
var _next_spawn_name: String = "" # 下一个场景的出生点名称 (String)
var _next_destination_id: String = "" # 快速传送目标,用于发现登记
# 场景路径映射表
# 将场景名称映射到实际的文件路径
@@ -194,6 +195,14 @@ func get_next_spawn_name() -> String:
_next_spawn_name = ""
return spawn_name
func set_next_destination_id(destination_id: String) -> void:
_next_destination_id = destination_id.strip_edges()
func get_next_destination_id() -> String:
var destination_id := _next_destination_id
_next_destination_id = ""
return destination_id
# ============ 场景注册方法 ============
# 注册新场景

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@@ -15,7 +15,8 @@ const DEFAULT_SETTINGS: Dictionary = {
"effects_volume": 0.90,
"ui_scale": 1.00,
"fullscreen": false,
"show_interaction_hints": false,
"show_interaction_hints": true,
"show_interaction_points": false,
"show_name_always": false,
"show_chat_bubbles": true,
"world_notifications": true,
@@ -23,6 +24,7 @@ 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,
}

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@@ -0,0 +1,438 @@
extends Node
# 社区资料、通知与旅行 API 的客户端协调器。
const ACCENT := Color("58c7db")
const PANEL_COLOR := Color(0.035, 0.071, 0.106, 0.97)
const DISCOVERY_DISTANCE: float = 180.0
const DISCOVERY_POINTS: Array[Dictionary] = [
{"id": "square_center", "mapId": "whale_port", "position": Vector2(0, 30)},
{"id": "square_dock", "mapId": "whale_port", "position": Vector2(-870, -202)},
{"id": "square_headquarters", "mapId": "whale_port", "position": Vector2(13, -600)},
{"id": "square_cottage", "mapId": "whale_port", "position": Vector2(845, -192)},
{"id": "square_workshop", "mapId": "whale_port", "position": Vector2(645, 500)},
{"id": "square_notice", "mapId": "whale_port", "position": Vector2(-542, 648)},
{"id": "square_work_zone_gate", "mapId": "whale_port", "position": Vector2(0, 775)},
{"id": "work_entrance", "mapId": "work_zone", "position": Vector2(0, 755)},
{"id": "work_mall", "mapId": "work_zone", "position": Vector2(0, -614)},
{"id": "work_cafe_gate", "mapId": "work_zone", "position": Vector2(-1044, 222)},
{"id": "work_jobs", "mapId": "work_zone", "position": Vector2(-502, 192)},
{"id": "work_courses", "mapId": "work_zone", "position": Vector2(496, 0)},
{"id": "work_ai", "mapId": "work_zone", "position": Vector2(452, 548)},
{"id": "work_exchange", "mapId": "work_zone", "position": Vector2(1075, 548)},
{"id": "cafe_entrance", "mapId": "whale_cafe", "position": Vector2(0, 363)},
{"id": "cafe_counter", "mapId": "whale_cafe", "position": Vector2(0, -37)},
{"id": "cafe_companion", "mapId": "whale_cafe", "position": Vector2(-398, -226)},
{"id": "personal_room", "mapId": "personal_space", "position": Vector2.ZERO},
]
var _canvas: CanvasLayer
var _profile_panel: PanelContainer
var _profile_content: VBoxContainer
var _notification_panel: PanelContainer
var _notification_content: VBoxContainer
var _current_profile: Dictionary = {}
var _discoveryRequests: Dictionary = {}
var _discoveredDestinations: Dictionary = {}
func _ready() -> void:
add_to_group("whaletown_escape_dismissible")
_build_ui()
var event_system := get_node_or_null("/root/EventSystem")
if event_system != null:
event_system.call("connect_event", EventNames.SOCIAL_NOTIFICATION_RECEIVED, _on_social_realtime, self)
func _exit_tree() -> void:
var event_system := get_node_or_null("/root/EventSystem")
if event_system != null:
event_system.call("disconnect_event", EventNames.SOCIAL_NOTIFICATION_RECEIVED, _on_social_realtime, self)
func show_profile(user_id: String) -> void:
var normalized := user_id.strip_edges()
if normalized.is_empty():
return
_request_get("/social/profiles/%s" % normalized, func(success: bool, response: Dictionary, error: Dictionary) -> void:
if not success:
_show_status("无法查看名片:%s" % str(error.get("message", "请求失败")))
return
var data_variant: Variant = response.get("data", {})
if data_variant is Dictionary:
_current_profile = data_variant as Dictionary
_render_profile()
)
func show_own_profile() -> void:
_request_get("/social/profile", func(success: bool, response: Dictionary, error: Dictionary) -> void:
if not success:
_show_status("无法读取个人名片:%s" % str(error.get("message", "请求失败")))
return
var data_variant: Variant = response.get("data", {})
if data_variant is Dictionary:
_current_profile = data_variant as Dictionary
_render_profile()
)
func request_friend(user_id: String, username: String = "") -> void:
var chat := get_node_or_null("/root/ChatManager")
if chat != null and chat.has_method("request_friend"):
chat.call("request_friend", user_id, username)
func open_private_chat(user_id: String, username: String) -> void:
var event_system := get_node_or_null("/root/EventSystem")
if event_system != null:
event_system.call("emit_event", EventNames.CHAT_PRIVATE_TARGET_SELECTED, {"userId": user_id, "username": username})
_close_profile()
func request_travel(destination_id: String, completion: Callable = Callable()) -> void:
_request_post("/world/travel-destinations/%s/travel" % destination_id.uri_encode(), {}, func(success: bool, response: Dictionary, error: Dictionary) -> void:
if not success:
_show_status(str(error.get("message", "该地点尚未解锁")))
if completion.is_valid(): completion.call(false, {})
return
var data_variant: Variant = response.get("data", {})
var data: Dictionary = data_variant if data_variant is Dictionary else {}
if completion.is_valid(): completion.call(true, data)
)
func discover_destination(destination_id: String) -> void:
var normalized := destination_id.strip_edges()
if normalized.is_empty() or _discoveredDestinations.has(normalized) or _discoveryRequests.has(normalized):
return
_discoveryRequests[normalized] = true
_request_post("/world/travel-destinations/%s/discover" % normalized.uri_encode(), {}, func(success: bool, _response: Dictionary, _error: Dictionary) -> void:
_discoveryRequests.erase(normalized)
if success:
_discoveredDestinations[normalized] = true
)
func discover_nearby_destinations(map_id: String, position: Vector2) -> void:
for point in DISCOVERY_POINTS:
if str(point.get("mapId", "")) != map_id:
continue
var target := point.get("position", Vector2.ZERO) as Vector2
if position.distance_to(target) <= DISCOVERY_DISTANCE:
discover_destination(str(point.get("id", "")))
func toggle_notifications() -> void:
_notification_panel.visible = not _notification_panel.visible
if _notification_panel.visible:
_refresh_notifications()
func is_escape_dismissible() -> bool:
return (is_instance_valid(_profile_panel) and _profile_panel.visible) or (is_instance_valid(_notification_panel) and _notification_panel.visible)
func get_escape_priority() -> int:
return 800
func request_escape_close() -> void:
if is_instance_valid(_profile_panel) and _profile_panel.visible:
_close_profile()
return
if is_instance_valid(_notification_panel):
_notification_panel.visible = false
func _on_social_realtime(_payload: Dictionary) -> void:
if _notification_panel.visible:
_refresh_notifications()
func _refresh_notifications() -> void:
_request_get("/social/notifications?limit=30", func(success: bool, response: Dictionary, error: Dictionary) -> void:
if not success:
_show_notification_rows(["通知暂时无法读取:%s" % str(error.get("message", "请求失败"))])
return
var data_variant: Variant = response.get("data", {})
var data: Dictionary = data_variant if data_variant is Dictionary else {}
var rows: Array[String] = []
var notifications_variant: Variant = data.get("notifications", [])
if notifications_variant is Array:
for item in notifications_variant as Array:
if item is Dictionary:
var notification: Dictionary = item
rows.append("%s\n%s" % [str(notification.get("title", "通知")), str(notification.get("content", ""))])
if rows.is_empty(): rows.append("暂无通知")
_show_notification_rows(rows)
)
func _render_profile() -> void:
_profile_panel.visible = true
for child in _profile_content.get_children():
child.queue_free()
var nickname := str(_current_profile.get("nickname", "玩家"))
var username := str(_current_profile.get("username", ""))
var online := bool(_current_profile.get("online", false))
var area := str(_current_profile.get("currentArea", ""))
var identity := HBoxContainer.new()
identity.add_theme_constant_override("separation", 12)
identity.add_child(_avatar_badge(nickname))
var identity_text := VBoxContainer.new()
identity_text.size_flags_horizontal = Control.SIZE_EXPAND_FILL
identity_text.add_child(_label(nickname, 26, ACCENT))
identity_text.add_child(_label("@%s · %s" % [username, "在线" if online else "离线"], 15, Color(0.72, 0.82, 0.87, 1)))
identity.add_child(identity_text)
_profile_content.add_child(identity)
_profile_content.add_child(_label("当前区域:%s" % _area_label(area), 16, Color(0.88, 0.94, 0.96, 1)))
var skin_id := str(_current_profile.get("skinId", "")).strip_edges()
_profile_content.add_child(_label("角色:%s" % (skin_id if not skin_id.is_empty() else "默认角色"), 14, Color(0.50, 0.76, 0.80, 1)))
var bio := str(_current_profile.get("bio", "")).strip_edges()
_profile_content.add_child(_label(bio if not bio.is_empty() else "这个玩家还没有留下简介。", 16, Color(0.84, 0.90, 0.92, 1)))
var interests_variant: Variant = _current_profile.get("interests", [])
var interests: Array[String] = []
if interests_variant is Array:
for interest in interests_variant as Array: interests.append(str(interest))
_profile_content.add_child(_label("兴趣:%s" % (" · ".join(interests) if not interests.is_empty() else "未设置"), 14, Color(0.50, 0.76, 0.80, 1)))
var user_id := str(_current_profile.get("id", ""))
var self_profile := user_id == _current_user_id()
if self_profile:
_profile_content.add_child(_label("编辑社区资料", 17, ACCENT))
var nickname_input := LineEdit.new()
nickname_input.placeholder_text = "昵称(首次可立即修改,此后每 7 天一次)"
nickname_input.text = nickname
_profile_content.add_child(nickname_input)
var bio_input := TextEdit.new()
bio_input.placeholder_text = "简介(最多 160 字)"
bio_input.text = bio
bio_input.custom_minimum_size = Vector2(0, 82)
_profile_content.add_child(bio_input)
var current_interests: Array[String] = []
for interest in interests: current_interests.append(interest)
var interest_row := HBoxContainer.new()
interest_row.add_theme_constant_override("separation", 6)
var interest_selects: Array[OptionButton] = []
for slot in 3:
var selector := OptionButton.new()
selector.custom_minimum_size = Vector2(145, 34)
selector.add_item("兴趣标签")
for tag in _interest_catalog():
selector.add_item(str(tag.get("label", "")))
selector.set_item_metadata(selector.item_count - 1, str(tag.get("id", "")))
if slot < current_interests.size():
for item_index in range(1, selector.item_count):
if str(selector.get_item_metadata(item_index)) == current_interests[slot]:
selector.select(item_index)
break
interest_selects.append(selector)
interest_row.add_child(selector)
_profile_content.add_child(interest_row)
_profile_content.add_child(_button("保存资料", func() -> void: _save_own_profile(nickname_input.text, bio_input.text, interest_selects)))
else:
var actions := HBoxContainer.new()
actions.add_theme_constant_override("separation", 8)
actions.add_child(_button("私聊", func() -> void: open_private_chat(user_id, nickname)))
actions.add_child(_button("加好友", func() -> void: request_friend(user_id, nickname)))
_profile_content.add_child(actions)
var safety := HBoxContainer.new()
safety.add_theme_constant_override("separation", 8)
safety.add_child(_button("拉黑", func() -> void: _block_user(user_id)))
var report_form := _report_form(user_id)
var report_button := _button("举报", func() -> void: report_form.visible = not report_form.visible)
safety.add_child(report_button)
_profile_content.add_child(safety)
_profile_content.add_child(report_form)
_profile_content.add_child(_button("关闭", _close_profile))
func _block_user(user_id: String) -> void:
_request_post("/social/blocks", {"userId": user_id}, func(success: bool, _response: Dictionary, error: Dictionary) -> void:
_show_status("已拉黑该玩家" if success else str(error.get("message", "拉黑失败")))
if success: _close_profile()
)
func _save_own_profile(nickname: String, bio: String, interest_selects: Array[OptionButton]) -> void:
var interests: Array[String] = []
for selector in interest_selects:
var index := selector.selected
if index > 0:
var value := str(selector.get_item_metadata(index)).strip_edges()
if not value.is_empty() and not interests.has(value): interests.append(value)
_request_patch("/social/profile", {"nickname": nickname.strip_edges(), "bio": bio.strip_edges(), "interests": interests}, func(success: bool, response: Dictionary, error: Dictionary) -> void:
if not success:
_show_status(str(error.get("message", "资料保存失败")))
return
var data_variant: Variant = response.get("data", {})
if data_variant is Dictionary:
_current_profile = data_variant as Dictionary
_render_profile()
var event_system := get_node_or_null("/root/EventSystem")
if event_system != null: event_system.call("emit_event", EventNames.SOCIAL_PROFILE_UPDATED, _current_profile)
)
func _report_form(user_id: String) -> VBoxContainer:
var form := VBoxContainer.new()
form.visible = false
form.add_theme_constant_override("separation", 6)
form.add_theme_stylebox_override("panel", _subpanel_style())
form.add_child(_label("举报原因", 15, ACCENT))
var reason := OptionButton.new()
for item in [
{"id": "harassment", "label": "骚扰或辱骂"},
{"id": "spam", "label": "垃圾信息"},
{"id": "inappropriate_content", "label": "不当内容"},
{"id": "impersonation", "label": "冒充他人"},
{"id": "other", "label": "其他"},
]:
reason.add_item(str(item.get("label", "其他")))
reason.set_item_metadata(reason.item_count - 1, str(item.get("id", "other")))
form.add_child(reason)
var note := TextEdit.new()
note.placeholder_text = "补充说明(可选,最多 500 字)"
note.custom_minimum_size = Vector2(0, 68)
form.add_child(note)
var block_also := CheckBox.new()
block_also.text = "同时拉黑此玩家"
block_also.button_pressed = false
form.add_child(block_also)
form.add_child(_button("提交举报", func() -> void:
_submit_report(user_id, str(reason.get_item_metadata(reason.selected)), note.text, block_also.button_pressed)
))
return form
func _submit_report(user_id: String, reason: String, note: String, block_also: bool) -> void:
_request_post("/social/reports", {
"userId": user_id,
"reason": reason,
"note": note.strip_edges(),
"blockAlso": block_also,
}, func(success: bool, _response: Dictionary, error: Dictionary) -> void:
_show_status("举报已提交" if success else str(error.get("message", "举报失败")))
if success and block_also:
_close_profile()
)
func _build_ui() -> void:
_canvas = CanvasLayer.new()
_canvas.layer = 88
add_child(_canvas)
_profile_panel = _panel(Vector2(540, 610))
_profile_panel.set_anchors_preset(Control.PRESET_CENTER)
_profile_panel.position = Vector2(-270, -305)
_canvas.add_child(_profile_panel)
var profile_margin := _margin(_profile_panel)
var profile_scroll := ScrollContainer.new()
profile_scroll.horizontal_scroll_mode = ScrollContainer.SCROLL_MODE_DISABLED
profile_scroll.size_flags_vertical = Control.SIZE_EXPAND_FILL
profile_margin.add_child(profile_scroll)
_profile_content = VBoxContainer.new()
_profile_content.add_theme_constant_override("separation", 12)
_profile_content.size_flags_horizontal = Control.SIZE_EXPAND_FILL
profile_scroll.add_child(_profile_content)
_notification_panel = _panel(Vector2(390, 430))
_notification_panel.set_anchors_preset(Control.PRESET_TOP_RIGHT)
_notification_panel.position = Vector2(-414, 110)
_canvas.add_child(_notification_panel)
var notification_margin := _margin(_notification_panel)
_notification_content = VBoxContainer.new()
_notification_content.add_theme_constant_override("separation", 9)
notification_margin.add_child(_notification_content)
_notification_panel.visible = false
_profile_panel.visible = false
func _show_notification_rows(rows: Array[String]) -> void:
for child in _notification_content.get_children(): child.queue_free()
_notification_content.add_child(_label("通知中心", 22, ACCENT))
for row in rows:
_notification_content.add_child(_label(row, 15, Color(0.87, 0.93, 0.95, 1)))
_notification_content.add_child(_button("全部标为已读", func() -> void:
_request_patch("/social/notifications/read-all", {}, func(_success: bool, _response: Dictionary, _error: Dictionary) -> void: _refresh_notifications())
))
func _panel(panel_size: Vector2) -> PanelContainer:
var panel := PanelContainer.new()
panel.size = panel_size
panel.mouse_filter = Control.MOUSE_FILTER_STOP
var style := StyleBoxFlat.new()
style.bg_color = PANEL_COLOR
style.border_color = Color(0.20, 0.52, 0.61, 0.9)
style.set_border_width_all(1)
style.set_corner_radius_all(12)
style.shadow_color = Color(0, 0, 0, 0.45)
style.shadow_size = 16
panel.add_theme_stylebox_override("panel", style)
return panel
func _margin(parent: Control) -> MarginContainer:
var margin := MarginContainer.new()
margin.add_theme_constant_override("margin_left", 20)
margin.add_theme_constant_override("margin_top", 18)
margin.add_theme_constant_override("margin_right", 20)
margin.add_theme_constant_override("margin_bottom", 18)
parent.add_child(margin)
return margin
func _label(text: String, font_size: int, color: Color) -> Label:
var label := Label.new()
label.text = text
label.autowrap_mode = TextServer.AUTOWRAP_WORD_SMART
label.add_theme_font_size_override("font_size", font_size)
label.add_theme_color_override("font_color", color)
return label
func _button(text: String, callback: Callable) -> Button:
var button := Button.new()
button.text = text
button.custom_minimum_size = Vector2(92, 34)
button.pressed.connect(callback)
return button
func _avatar_badge(nickname: String) -> Label:
var badge := Label.new()
badge.text = nickname.left(1).to_upper() if not nickname.is_empty() else ""
badge.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
badge.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
badge.custom_minimum_size = Vector2(52, 52)
badge.add_theme_font_size_override("font_size", 22)
badge.add_theme_color_override("font_color", Color(0.92, 0.99, 1.0, 1.0))
var style := StyleBoxFlat.new()
style.bg_color = Color(0.12, 0.40, 0.48, 1.0)
style.set_corner_radius_all(26)
style.border_color = ACCENT
style.set_border_width_all(1)
badge.add_theme_stylebox_override("normal", style)
return badge
func _subpanel_style() -> StyleBoxFlat:
var style := StyleBoxFlat.new()
style.bg_color = Color(0.06, 0.13, 0.18, 0.88)
style.set_border_width_all(1)
style.border_color = Color(0.18, 0.45, 0.52, 0.75)
style.set_corner_radius_all(8)
style.content_margin_left = 10
style.content_margin_right = 10
style.content_margin_top = 8
style.content_margin_bottom = 8
return style
func _close_profile() -> void:
_profile_panel.visible = false
func _show_status(message: String) -> void:
push_warning("Social: %s" % message)
func _request_get(endpoint: String, callback: Callable) -> void:
var api := get_node_or_null("/root/ApiClient")
if api != null: api.call("get_json", endpoint, callback, true)
func _request_post(endpoint: String, payload: Dictionary, callback: Callable) -> void:
var api := get_node_or_null("/root/ApiClient")
if api != null: api.call("post_json", endpoint, payload, callback, true)
func _request_patch(endpoint: String, payload: Dictionary, callback: Callable) -> void:
var api := get_node_or_null("/root/ApiClient")
if api != null: api.call("patch_json", endpoint, payload, callback, true)
func _current_user_id() -> String:
var auth := get_node_or_null("/root/AuthManager")
if auth != null and auth.has_method("get_current_user"):
var user_variant: Variant = auth.call("get_current_user")
if user_variant is Dictionary: return str((user_variant as Dictionary).get("id", ""))
return ""
func _area_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": "个人空间"}.get(map_id, map_id)
func _interest_catalog() -> Array[Dictionary]:
return [
{"id": "ai", "label": "AI/大模型"}, {"id": "programming", "label": "编程开发"},
{"id": "data_science", "label": "数据科学"}, {"id": "open_source", "label": "开源协作"},
{"id": "product", "label": "产品"}, {"id": "design", "label": "设计"},
{"id": "game_dev", "label": "游戏开发"}, {"id": "content_creation", "label": "内容创作"},
{"id": "community", "label": "社区活动"}, {"id": "learning_partner", "label": "学习搭子"},
{"id": "career", "label": "职业成长"}, {"id": "casual_chat", "label": "轻松闲聊"},
]

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@@ -0,0 +1 @@
uid://cm5em8mgr5i24

View File

@@ -0,0 +1,58 @@
extends Node
# 统一处理 UI 的 Esc 退出。可关闭界面加入 whaletown_escape_dismissible 分组,
# 并实现 is_escape_dismissible / get_escape_priority / request_escape_close。
const ESCAPE_DISMISSIBLE_GROUP: StringName = &"whaletown_escape_dismissible"
func _ready() -> void:
# 公告、排行榜等界面会暂停场景树Esc 仍必须有效。
process_mode = Node.PROCESS_MODE_ALWAYS
func _input(event: InputEvent) -> void:
if not (event is InputEventKey):
return
var key_event: InputEventKey = event as InputEventKey
if not key_event.pressed or key_event.echo or key_event.keycode != KEY_ESCAPE:
return
if _hide_open_popup_menu() or _close_topmost_dismissible() or _release_control_focus():
get_viewport().set_input_as_handled()
func _hide_open_popup_menu() -> bool:
var popup_nodes: Array[Node] = get_tree().root.find_children("*", "PopupMenu", true, false)
for popup_node: Node in popup_nodes:
var popup: PopupMenu = popup_node as PopupMenu
if popup != null and popup.visible:
popup.hide()
return true
return false
func _close_topmost_dismissible() -> bool:
var target: Node = null
var target_priority: int = -2147483648
var dismissibles: Array[Node] = get_tree().get_nodes_in_group(ESCAPE_DISMISSIBLE_GROUP)
for dismissible: Node in dismissibles:
if not is_instance_valid(dismissible):
continue
if not dismissible.has_method("is_escape_dismissible") or not dismissible.has_method("request_escape_close"):
continue
var is_dismissible_variant: Variant = dismissible.call("is_escape_dismissible")
if not bool(is_dismissible_variant):
continue
var priority: int = 0
if dismissible.has_method("get_escape_priority"):
var priority_variant: Variant = dismissible.call("get_escape_priority")
priority = int(priority_variant)
if target == null or priority > target_priority:
target = dismissible
target_priority = priority
if target == null:
return false
target.call("request_escape_close")
return true
func _release_control_focus() -> bool:
var focus_owner: Control = get_viewport().gui_get_focus_owner()
if focus_owner == null:
return false
focus_owner.release_focus()
return true

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@@ -0,0 +1 @@
uid://otx02vxmfni3

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@@ -0,0 +1,20 @@
extends Node2D
# 地图内可交互目标的轻量视觉标记,由 InteractionManager 提供世界坐标。
const RING_COLOR: Color = Color(1.0, 1.0, 1.0, 0.94)
const CORE_COLOR: Color = Color(1.0, 1.0, 1.0, 0.58)
const RING_RADIUS: float = 9.0
const RING_WIDTH: float = 2.0
var _points: Array[Vector2] = []
func set_points(points: Array[Vector2]) -> void:
if _points == points:
return
_points = points.duplicate()
queue_redraw()
func _draw() -> void:
for point: Vector2 in _points:
draw_arc(point, RING_RADIUS, 0.0, TAU, 24, RING_COLOR, RING_WIDTH, true)
draw_circle(point, 2.0, CORE_COLOR)

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@@ -0,0 +1 @@
uid://de27p7wr4gj2b

View File

@@ -21,6 +21,7 @@ config/icon="res://icon.svg"
[autoload]
UiEscapeManager="*res://_Core/managers/UiEscapeManager.gd"
SceneManager="*res://_Core/managers/SceneManager.gd"
EventSystem="*res://_Core/systems/EventSystem.gd"
ApiClient="*res://_Core/managers/ApiClient.gd"
@@ -32,6 +33,8 @@ CafeCompanionManager="*res://_Core/managers/CafeCompanionManager.gd"
AppearanceManager="*res://_Core/managers/AppearanceManager.gd"
SettingsManager="*res://_Core/managers/SettingsManager.gd"
NotificationSoundManager="*res://_Core/managers/NotificationSoundManager.gd"
SocialManager="*res://_Core/managers/SocialManager.gd"
InteractionManager="*res://_Core/managers/InteractionManager.gd"
[display]
@@ -71,11 +74,6 @@ interact={
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}
friend_request={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":70,"key_label":0,"unicode":102,"location":0,"echo":false,"script":null)
]
}
[rendering]

View File

@@ -45,6 +45,16 @@ func _ready() -> void:
_connect_exit_area()
_connect_recruitment_area()
_connect_cafe_companion_events()
_register_interactables()
_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 +66,8 @@ 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 +87,7 @@ 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
@@ -91,8 +102,30 @@ func _connect_cafe_companion_events() -> void:
eventSystem.call("connect_event", EventNames.CAFE_COMPANION_AGENT_REGISTERED, _on_cafe_companion_agent_registered, self)
eventSystem.call("connect_event", EventNames.CAFE_COMPANION_EMPLOYMENT_RESIGNED, _on_cafe_companion_employment_resigned, self)
func _register_interactables() -> void:
var exit_interactable: InteractableComponent = InteractableComponent.new()
exit_interactable.interaction_id = "cafe_exit"
exit_interactable.interaction_title = "离开咖啡馆"
exit_interactable.interaction_priority = 20
exit_interactable.interaction_distance = 160.0
exit_interactable.activation_method = &"_leave_to_work_zone"
exit_interactable.anchor_path = NodePath("InteractionAreas/ExitToWorkZoneArea")
add_child(exit_interactable)
var recruitment_interactable: InteractableComponent = InteractableComponent.new()
recruitment_interactable.interaction_id = "cafe_recruitment"
recruitment_interactable.interaction_title = "登记咖啡店陪伴机器人"
recruitment_interactable.interaction_priority = 30
recruitment_interactable.interaction_distance = 150.0
recruitment_interactable.activation_method = &"_try_emit_recruitment_selected"
recruitment_interactable.anchor_path = NodePath("InteractionAreas/CafeRecruitmentLogoArea")
add_child(recruitment_interactable)
func _on_exit_area_body_entered(body: Node2D) -> void:
if _isChangingScene or body != player:
return
func _leave_to_work_zone() -> void:
if _isChangingScene:
return
_isChangingScene = true
SceneManager.set_next_scene_position(WORK_ZONE_CAFE_RETURN_POSITION)

View File

@@ -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():

View File

@@ -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

View File

@@ -10,14 +10,23 @@ 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)
var label: String = interactionTitle.strip_edges()
if label.is_empty():
label = "进入 %s" % targetSceneName
var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_id = "portal:%s" % str(get_path())
interactable.interaction_title = label
interactable.interaction_priority = 20
interactable.interaction_distance = interactionDistance
interactable.activation_method = &"_change_scene"
add_child(interactable)
func _on_body_entered(body: Node2D) -> void:
if not (body is PlayerController):
return
_change_scene()
return
func _change_scene() -> void:
if targetSceneName.is_empty():

View File

@@ -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

View File

@@ -38,12 +38,23 @@ 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 +123,14 @@ 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 +152,7 @@ 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:

View File

@@ -12,10 +12,23 @@ const INTERACTION_COLLISION_LAYER: int = 2
@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
var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_distance = interactionDistance
add_child(interactable)
func is_interaction_active(_component: InteractableComponent) -> bool:
return not buildingId.strip_edges().is_empty()
func build_interaction_actions(_component: InteractableComponent, _player: Node2D) -> Array[InteractionAction]:
var actions: Array[InteractionAction] = []
var title: String = buildingTitle if not buildingTitle.is_empty() else "设施"
actions.append(InteractionAction.create("building:%s" % buildingId, "使用 %s" % title, 30, Callable(self, "interact")))
return actions
func interact() -> void:
var payload := {

View File

@@ -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

View File

@@ -117,9 +117,6 @@ size = Vector2(180, 160)
[sub_resource type="RectangleShape2D" id="Shape_NoticeBoard"]
size = Vector2(123, 88)
[sub_resource type="RectangleShape2D" id="Shape_WelcomeBoard"]
size = Vector2(97.5, 95)
[node name="Square" type="Node2D" unique_id=1071968945]
script = ExtResource("43_square")
@@ -1237,15 +1234,6 @@ script = ExtResource("28_notice")
position = Vector2(-59.5, 19)
shape = SubResource("Shape_NoticeBoard")
[node name="WelcomeBoardArea" type="Area2D" parent="InteractionAreas" unique_id=1460340742]
position = Vector2(707.5, 575)
collision_layer = 0
collision_mask = 0
[node name="CollisionShape2D" type="CollisionShape2D" parent="InteractionAreas/WelcomeBoardArea" unique_id=123982451]
position = Vector2(-159.25, -10.5)
shape = SubResource("Shape_WelcomeBoard")
[node name="BlockoutDebug" type="Node2D" parent="." unique_id=932099081]
visible = false

View File

@@ -19,9 +19,22 @@ class_name CafeCompanionTarget
var _lastClickMsec: int = 0
func _ready() -> void:
var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_distance = 160.0
add_child(interactable)
input_pickable = true
set_process_unhandled_input(true)
func is_interaction_active(_component: InteractableComponent) -> bool:
return not servicePointId.strip_edges().is_empty() and not companionId.strip_edges().is_empty()
func build_interaction_actions(_component: InteractableComponent, _player: Node2D) -> Array[InteractionAction]:
var actions: Array[InteractionAction] = []
var display_name: String = _resolved_persona_name()
var action_id: String = "cafe_companion:%s" % servicePointId
actions.append(InteractionAction.create(action_id, "%s 交流" % display_name, 45, Callable(self, "_try_emit_target_selected")))
return actions
func _input_event(_viewport: Viewport, event: InputEvent, _shapeIdx: int) -> void:
if not (event is InputEventMouseButton):
return

View File

@@ -34,12 +34,21 @@ 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:
if get_node_or_null("CafeCompanionTarget") == null:
var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_id = "npc:%s" % str(get_path())
interactable.interaction_title = "%s 交谈" % npcName
interactable.interaction_priority = 40
interactable.interaction_distance = interactionDistance
interactable.activation_method = &"interact"
add_child(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 +72,7 @@ func interact() -> void:
"npc_name": npcName,
"dialogue": dialogue
})
interaction_happened.emit(dialogue)
interaction_happened.emit(dialogue)
# 在 NPC 头顶生成一次性聊天气泡。
#

View File

@@ -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

View File

@@ -36,8 +36,12 @@ const DIRECTION_ROWS: Dictionary = {
@onready var sprite: Sprite2D = $Sprite2D
var _nameLabel: Label
var _cafeCompanionTarget: CafeCompanionTarget
var _interactable: InteractableComponent
func _ready() -> void:
_interactable = InteractableComponent.new()
_interactable.interaction_distance = 160.0
add_child(_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 +56,32 @@ func _ready() -> void:
if has_node("CollisionShape2D"):
$CollisionShape2D.disabled = true
func is_interaction_active(_component: InteractableComponent) -> bool:
return not userId.strip_edges().is_empty()
func build_interaction_actions(_component: InteractableComponent, _player: Node2D) -> Array[InteractionAction]:
var actions: Array[InteractionAction] = []
var display_name := username if not username.strip_edges().is_empty() else "玩家"
actions.append(InteractionAction.create("player_card:%s" % userId, "查看 %s 的社区名片" % display_name, 60, Callable(self, "_show_community_profile")))
actions.append(InteractionAction.create("player_dm:%s" % userId, "私聊 %s" % display_name, 61, Callable(self, "_open_private_chat")))
actions.append(InteractionAction.create("player_friend:%s" % userId, "申请添加 %s 为好友" % display_name, 62, Callable(self, "_request_friend")))
return actions
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

@@ -8,6 +8,13 @@ const INTERACTION_COLLISION_LAYER: int = 2
func _ready() -> void:
collision_layer = INTERACTION_COLLISION_LAYER
collision_mask = 0
var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_id = "honor_board:%s" % str(get_path())
interactable.interaction_title = "查看荣誉榜"
interactable.interaction_priority = 35
interactable.interaction_distance = 150.0
interactable.activation_method = &"interact"
add_child(interactable)
func interact() -> void:
var root: Window = get_tree().root

View File

@@ -8,6 +8,13 @@ const INTERACTION_COLLISION_LAYER: int = 2
func _ready() -> void:
collision_layer = INTERACTION_COLLISION_LAYER
collision_mask = 0
var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_id = "notice_board:%s" % str(get_path())
interactable.interaction_title = "查看公告栏"
interactable.interaction_priority = 35
interactable.interaction_distance = 150.0
interactable.activation_method = &"interact"
add_child(interactable)
func interact() -> void:
var root: Window = get_tree().root

View File

@@ -8,6 +8,13 @@ const INTERACTION_COLLISION_LAYER: int = 2
func _ready() -> void:
collision_layer = INTERACTION_COLLISION_LAYER
collision_mask = 0
var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_id = "welcome_board:%s" % str(get_path())
interactable.interaction_title = "查看新人引导"
interactable.interaction_priority = 35
interactable.interaction_distance = 150.0
interactable.activation_method = &"interact"
add_child(interactable)
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"