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:
@@ -1,43 +0,0 @@
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extends Node
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var current_material = null
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func level_hud_slide(node):
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var animation = Animation.new()
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var track_index = animation.add_track(Animation.TYPE_BEZIER)
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var node_element = str(node.get_path()) + ":position:x"
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animation.track_set_path(track_index, node_element)
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animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0.031, 190.492))
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animation.bezier_track_insert_key(track_index, 1.0, 170, Vector2(-0.349, 2.576), Vector2(0.25, 0))
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return animation
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func level_hud_warning(node):
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var animation = Animation.new()
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var track_index = animation.add_track(Animation.TYPE_BEZIER)
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var node_element = str(node.get_path()) + ":position:x"
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animation.track_set_path(track_index, node_element)
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animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0, 78.1))
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animation.bezier_track_insert_key(track_index, 0.2, 34.9, Vector2(-0.25, 0), Vector2(0, -66))
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animation.bezier_track_insert_key(track_index, 0.4, 12.1, Vector2(0, 73.2), Vector2(0, -124.8))
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animation.bezier_track_insert_key(track_index, 0.6, -41.9, Vector2(-0.095, 109.2), Vector2(0.062, -58.8))
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animation.bezier_track_insert_key(track_index, 0.8, 13.3, Vector2(-0.188, 93.6), Vector2(0.196, 104.4))
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animation.bezier_track_insert_key(track_index, 1.0, 0.0, Vector2(-0.155, -135.5), Vector2(0.25, 0))
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return animation
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func start_dissolve(node, material):
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if material == null:
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return
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current_material = material
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var tween = node.create_tween()
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tween.tween_method(animate_dissolve, 0.0, 1.0, 1.5) \
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.set_trans(Tween.TRANS_LINEAR) \
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.set_ease(Tween.EASE_IN_OUT)
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func animate_dissolve(progress: float) -> void:
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if current_material == null:
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return
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current_material.set_shader_parameter("dissolve_amount", ease(progress, 0.4))
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@@ -1 +0,0 @@
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uid://cgxvdwn0bwwtp
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@@ -1,33 +0,0 @@
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extends Node
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## Events for loading scene
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####
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func _loading_is_started(_anim_name):
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print("[Event#_loading_is_started]")
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Global.loaded = false
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func _loading_is_finished(_anim_name):
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print("[Evenst#_loading_is_finished]")
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Global.loaded = true
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# Events for load scene level
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####
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func _on_warcraft_pressed():
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Global.current_scene_int = 0
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Global.goto_scene("res://scenes/levels/warcraft/WarCraft.tscn")
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func _on_home_pressed():
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Global.current_scene_int = 1
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Global.goto_scene("res://scenes/levels/home/Home.tscn")
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func _on_reset_level(level, node, index, parent):
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Global.current_scene_int = index
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level.reset()
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parent.configure_reset(level, node, index, true)
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parent.configure_counter(level, node)
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Global.current_scene_int = null
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# Events for back to main scene
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####
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func _on_main_scene_pressed():
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Global.goto_scene("res://scenes/Main.tscn")
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@@ -1 +0,0 @@
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uid://besfv1ymjgw81
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+2
-2
@@ -16,8 +16,8 @@ func _ready():
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_initialize_loading_scene()
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func _initialize_loading_scene():
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animation.connect("animation_started", Callable(Event, "_loading_is_started"))
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animation.connect("animation_finished", Callable(Event, "_loading_is_finished"))
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animation.animation_started.connect(Event._loading_is_started)
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animation.animation_finished.connect(Event._loading_is_finished)
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func goto_scene(path):
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print("[global#goto_scene] : load scene " + str(path))
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@@ -0,0 +1,42 @@
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class_name Event
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# UI event handlers, namespaced as static methods so they can be wired
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# directly from anywhere without an autoload.
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#
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# button.pressed.connect(Event._on_main_scene_pressed)
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#
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# Per-level dispatch goes through `level_pressed(name)` which maps the level
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# name to the appropriate handler.
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static func _loading_is_started(_anim_name: StringName) -> void:
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Global.loaded = false
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static func _loading_is_finished(_anim_name: StringName) -> void:
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Global.loaded = true
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static func _on_warcraft_pressed() -> void:
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Global.current_scene_int = 0
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Global.goto_scene("res://scenes/levels/warcraft/WarCraft.tscn")
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static func _on_home_pressed() -> void:
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Global.current_scene_int = 1
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Global.goto_scene("res://scenes/levels/home/Home.tscn")
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static func _on_reset_level(level, node: String, index: int, parent) -> void:
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Global.current_scene_int = index
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level.reset()
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parent.configure_reset(level, node, index, true)
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parent.configure_counter(level, node)
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Global.current_scene_int = null
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static func _on_main_scene_pressed() -> void:
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Global.goto_scene("res://scenes/Main.tscn")
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# Returns the press handler for a level by name (used by ChooseScene to wire
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# the dynamic level-select buttons). Returns Callable() if unknown.
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static func level_pressed(name: String) -> Callable:
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match name.to_lower():
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"warcraft": return _on_warcraft_pressed
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"home": return _on_home_pressed
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push_warning("Event.level_pressed: no handler for level '%s'" % name)
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return Callable()
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@@ -0,0 +1 @@
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uid://blq7ojhkgitwj
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@@ -0,0 +1,37 @@
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class_name GameAnimation
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# Helpers for HUD slide/warning animations and the per-item dissolve effect.
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# Pure functions — no state — so no autoload is needed.
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static func level_hud_slide(node: Node) -> Animation:
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var animation := Animation.new()
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var track_index := animation.add_track(Animation.TYPE_BEZIER)
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animation.track_set_path(track_index, str(node.get_path()) + ":position:x")
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animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0.031, 190.492))
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animation.bezier_track_insert_key(track_index, 1.0, 170, Vector2(-0.349, 2.576), Vector2(0.25, 0))
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return animation
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static func level_hud_warning(node: Node) -> Animation:
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var animation := Animation.new()
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var track_index := animation.add_track(Animation.TYPE_BEZIER)
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animation.track_set_path(track_index, str(node.get_path()) + ":position:x")
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animation.bezier_track_insert_key(track_index, 0.0, 0.0, Vector2(-0.25, 0), Vector2(0, 78.1))
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animation.bezier_track_insert_key(track_index, 0.2, 34.9, Vector2(-0.25, 0), Vector2(0, -66))
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animation.bezier_track_insert_key(track_index, 0.4, 12.1, Vector2(0, 73.2), Vector2(0, -124.8))
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animation.bezier_track_insert_key(track_index, 0.6, -41.9, Vector2(-0.095, 109.2), Vector2(0.062, -58.8))
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animation.bezier_track_insert_key(track_index, 0.8, 13.3, Vector2(-0.188, 93.6), Vector2(0.196, 104.4))
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animation.bezier_track_insert_key(track_index, 1.0, 0.0, Vector2(-0.155, -135.5), Vector2(0.25, 0))
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return animation
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# Captures `material` in the tween callback so no shared mutable state is
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# needed (replaces the old `current_material` member from the autoload).
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static func start_dissolve(node: Node, material: ShaderMaterial) -> void:
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if material == null:
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return
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var tween := node.create_tween()
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tween.tween_method(
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func(progress: float) -> void:
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material.set_shader_parameter("dissolve_amount", ease(progress, 0.4)),
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0.0, 1.0, 1.5) \
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.set_trans(Tween.TRANS_LINEAR) \
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.set_ease(Tween.EASE_IN_OUT)
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@@ -0,0 +1 @@
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uid://dtpgm3o6wdmju
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