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:
Vaillant Jeremy
2026-05-16 21:50:00 +02:00
parent ca67fc6ec3
commit 60d9f614ee
22 changed files with 93 additions and 93 deletions
+39
View File
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@tool
extends SceneTree
func _init() -> void:
for path in _walk("res://"):
if path.ends_with(".material") or path.ends_with(".tres") or path.ends_with(".mesh"):
var res = ResourceLoader.load(path, "", ResourceLoader.CACHE_MODE_IGNORE)
_check(res, path)
quit()
func _check(res, path: String) -> void:
if res == null: return
if res is ShaderMaterial:
if res.shader is VisualShader:
print("VS: ", path)
elif res.shader is Shader:
pass
if res is ArrayMesh:
for i in range(res.get_surface_count()):
var m = res.surface_get_material(i)
if m is ShaderMaterial and m.shader is VisualShader:
print("VS-embed: ", path, " surf=", i)
func _walk(p: String) -> Array:
var out := []
var d = DirAccess.open(p)
if d == null: return out
d.list_dir_begin()
var n = d.get_next()
while n != "":
if n != "." and n != ".." and n != "android" and not n.begins_with("."):
var sub = p if p.ends_with("/") else (p + "/")
sub += n
if d.current_is_dir():
out.append_array(_walk(sub))
else:
out.append(sub)
n = d.get_next()
return out