60d9f614ee
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>
70 lines
2.3 KiB
GDScript
70 lines
2.3 KiB
GDScript
extends Control
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@export var template: PackedScene = load("res://scenes/UI/choose_scenes/parts/Template.tscn")
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func _ready():
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_load_button_access_scenes()
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## PRIVATE
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func _load_button_access_scenes():
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for row_index in range(0, Global.database.get_table_by_name("levels").m_rows_count):
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_apply_scene(load("res://db/MLevel.gd").new(row_index), row_index)
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func _apply_scene(level, index):
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$MarginContainer.add_child(_load_scene(level.name()))
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var node = _build_path(level.name())
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_configure_select(level, node)
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configure_reset(level, node, index, false)
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configure_counter(level, node)
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func _load_scene(p_name):
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var template_instance = template.instantiate()
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template_instance.set_name(p_name)
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return template_instance
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func _build_path(p_name):
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return "MarginContainer/" + p_name
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func _load_texture(thumbnail):
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return load(thumbnail)
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func _configure_select(level, node):
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var selector = get_node(node+"/MarginContainer/CenterAlign/MainButton")
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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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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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var animation = get_node(node+"/AnimationPlayer")
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if int(level.object_finding()) == 0:
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_configure_reset_disable(animation, reset, animate)
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else:
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_configure_reset_enable(animation, reset, level, node, index)
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func _configure_reset_disable(animation, reset, animate = false):
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animation.play("SlideReset")
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if !animate:
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animation.seek(1, false)
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reset.set_disabled(true)
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reset.set_default_cursor_shape(CURSOR_ARROW)
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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.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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count.set_text(level.object_finding()+" / "+level.object_to_find())
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