Replace Event + GlobalAnimation autoloads with class_name + static funcs
Two of the five autoloads were stateless helper bundles, not the
persistent application-wide systems that the Godot 4 best-practice
guide reserves autoload slots for. Convert them to plain classes with
all-static methods so they no longer need a Node living under /root.
- scripts/Animation.gd -> scripts/game_animation.gd (renamed:
conflict with the built-in Animation class; the autoload sidestepped
it by being called GlobalAnimation). class_name GameAnimation,
every helper static. The dissolve tween now captures its target
material in a lambda closure, eliminating the current_material
member that the autoload kept as shared mutable state.
- scripts/Event.gd -> scripts/event.gd, class_name Event, every
handler static. Added Event.level_pressed(name) -> Callable for the
one place ChooseScene needed dynamic lookup of a per-level handler
(replaces the old _build_method('_on_' + name + '_pressed') +
Callable(autoload, string) reflection trick with an explicit match).
Updated call sites:
- scripts/Global.gd: animation.connect('animation_started',
Callable(Event, '...')) -> animation.animation_started.connect(
Event._loading_is_started). Same for animation_finished.
- scenes/levels/Levels.gd: GlobalAnimation.* -> GameAnimation.*;
Quit/TextureButton.connect('pressed', Callable(Event, '...')) ->
pressed.connect(Event._on_main_scene_pressed).
- scenes/UI/choose_scenes/ChooseScene.gd: per-level button connects
go through Event.level_pressed(); reset button's bound callable now
reads Event._on_reset_level.bind(...); cleanup no longer relies on
is_connected with an unbound Callable (which would never match a
bound one anyway) -- iterates reset.pressed.get_connections()
instead. Drop the now-dead _build_method helper.
Also: organise scripts/ by promoting the one-shot migration helpers
(migrate_shaders, migrate_misc, resave_scenes, devisualize_shaders,
find_visualshaders) into scripts/migration/. They are not part of
the runtime and should not be browsable next to the autoloads.
Autoload count goes 5 -> 3 (Loading, Global, Setting remain --
Setting will move to a Resource in a later refactor).
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -27,9 +27,6 @@ func _load_scene(p_name):
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func _build_path(p_name):
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return "MarginContainer/" + p_name
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func _build_method(p_name):
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return "_on_" + p_name.to_lower() + "_pressed"
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func _load_texture(thumbnail):
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return load(thumbnail)
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@@ -38,7 +35,9 @@ func _configure_select(level, node):
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var thumbnail = get_node(node+"/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
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thumbnail.set_texture(_load_texture(level.thumbnail()))
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selector.connect("pressed", Callable(Event, _build_method(level.name())))
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var handler = Event.level_pressed(level.name())
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if handler.is_valid():
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selector.pressed.connect(handler)
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func configure_reset(level, node, index, animate):
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var reset = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonReset")
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@@ -55,14 +54,14 @@ func _configure_reset_disable(animation, reset, animate = false):
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reset.set_disabled(true)
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reset.set_default_cursor_shape(CURSOR_ARROW)
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if reset.is_connected("pressed", Callable(Event, "_on_reset_level")):
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reset.disconnect("pressed", Callable(Event, "_on_reset_level"))
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for c in reset.pressed.get_connections():
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reset.pressed.disconnect(c["callable"])
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func _configure_reset_enable(animation, reset, level, node, index):
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animation.play_backwards("SlideReset")
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reset.set_disabled(false)
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reset.set_default_cursor_shape(CURSOR_POINTING_HAND)
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reset.connect("pressed", Callable(Event, "_on_reset_level").bind(level, node, index, self))
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reset.pressed.connect(Event._on_reset_level.bind(level, node, index, self))
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func configure_counter(level, node):
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var count = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label")
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@@ -44,7 +44,7 @@ func _load_meshes():
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create_dissolve_mesh(scene_detail.key())
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func _load_back_button():
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var _back = $Quit/TextureButton.connect("pressed", Callable(Event, "_on_main_scene_pressed"))
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$Quit/TextureButton.pressed.connect(Event._on_main_scene_pressed)
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func _load_prepare_victory_condition():
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var level = mlevel.new(Global.current_scene_int)
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@@ -102,10 +102,10 @@ func _configure_button_object(button, scene, label):
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button.set_meta("counted", 0)
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func _create_animation_slide(node, p_name):
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_add_animation_to_player(p_name, GlobalAnimation.level_hud_slide(node))
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_add_animation_to_player(p_name, GameAnimation.level_hud_slide(node))
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func _create_animation_warning(node, p_name):
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_add_animation_to_player(p_name, GlobalAnimation.level_hud_warning(node))
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_add_animation_to_player(p_name, GameAnimation.level_hud_warning(node))
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func _add_animation_to_player(p_name: String, anim: Animation) -> void:
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var player = $ListObjects/AnimationPlayer
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@@ -139,7 +139,7 @@ func _check_dissolve_mesh():
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if meshes[key].tick_reference() == 0:
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meshes[key].set_tick_reference(Time.get_ticks_msec())
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_node_object_list(key)
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GlobalAnimation.start_dissolve(mesh, mesh.get_active_material(0))
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GameAnimation.start_dissolve(mesh, mesh.get_active_material(0))
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if Time.get_ticks_msec() < meshes[key].tick_reference() + TIME_MAX:
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meshes[key].set_value(meshes[key].value() + 0.01)
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