tiger-cleanup #1

Merged
tiger merged 97 commits from tiger-cleanup into development 2026-01-15 14:54:23 +00:00
8 changed files with 54 additions and 59 deletions
Showing only changes of commit c6800f39bf - Show all commits

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@ -10,7 +10,6 @@ class_name InteractiveSprite extends Area3D
@onready var distance_tween: Tween @onready var distance_tween: Tween
var revealed: bool = false: var revealed: bool = false:
set(reveal): set(reveal):
revealed = reveal revealed = reveal
@ -32,6 +31,9 @@ var revealed: bool = false:
var has_mouse: bool = false var has_mouse: bool = false
func play_story() -> void:
await ui.story_playable.play()
# Called when the node enters the scene tree for the first time. # Called when the node enters the scene tree for the first time.
func _ready(): func _ready():
if interaction_ui: if interaction_ui:

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@ -25,17 +25,17 @@ func start_room():
func _play_intro_scene() -> void: func _play_intro_scene() -> void:
# The intro scene is auto-played, not triggered by CollectableUi # FIXME: Must instead use the actual interactable
var intro_playable: StoryPlayable = $logic/ScenePlayer/draven
Scenes.begin_sequence(Scenes.id.YOUTH_DRAEVEN)
Input.mouse_mode = Input.MOUSE_MODE_HIDDEN Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
# The intro scene is auto-played, not triggered by CollectableUi
var intro: InteractiveSprite = $logic/CeilingMemento
# Play the story (StoryPlayable handles its own visibility via animations) # Play the story (StoryPlayable handles its own visibility via animations)
await intro_playable.play() await intro.play_story()
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
Scenes.end_sequence(Scenes.id.YOUTH_DRAEVEN) Scenes.end_sequence(Scenes.id.YOUTH_DRAEVEN)

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@ -0,0 +1,43 @@
[remap]
importer="texture"
type="CompressedTexture2D"
uid="uid://c6r2y18qlqsvh"
path="res://.godot/imported/demo-warning.svg-5bc85c9c263d3931745057454217e7fa.ctex"
metadata={
"vram_texture": false
}
[deps]
source_file="res://demo-warning.svg"
dest_files=["res://.godot/imported/demo-warning.svg-5bc85c9c263d3931745057454217e7fa.ctex"]
[params]
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/uastc_level=0
compress/rdo_quality_loss=0.0
compress/hdr_compression=1
compress/normal_map=0
compress/channel_pack=0
mipmaps/generate=false
mipmaps/limit=-1
roughness/mode=0
roughness/src_normal=""
process/channel_remap/red=0
process/channel_remap/green=1
process/channel_remap/blue=2
process/channel_remap/alpha=3
process/fix_alpha_border=true
process/premult_alpha=false
process/normal_map_invert_y=false
process/hdr_as_srgb=false
process/hdr_clamp_exposure=false
process/size_limit=0
detect_3d/compress_to=1
svg/scale=1.0
editor/scale_with_editor_scale=false
editor/convert_colors_with_editor_theme=false

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@ -216,15 +216,6 @@ func vanish() -> void:
animation_player.play("vanish") animation_player.play("vanish")
func collect_memento() -> void: func collect_memento() -> void:
<<<<<<< HEAD
Scenes.start_sequence(scene)
State.leave_stage(self)
if scene == Scenes.id.TRANSITION:
vanish()
#get_tree().call_group("scene_actors", "play_scene", scene, collected)
if was_skipped: scene_skipped.emit(-1)
is_collected = true
=======
print_debug("CollectableUi.collect_memento() - scene: %s" % Scenes.id.keys()[scene]) print_debug("CollectableUi.collect_memento() - scene: %s" % Scenes.id.keys()[scene])
# Hide the collectable UI # Hide the collectable UI

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@ -273,31 +273,6 @@ func leave_stage(actor:Object) -> void:
assert(actor in stage_list, "Actor %s not in stage list." % actor) assert(actor in stage_list, "Actor %s not in stage list." % actor)
stage_list.erase(actor) stage_list.erase(actor)
# Used to put a new target on top of the Focus Stack.
func pass_stage_to(target:Object, force = false, lock_focus = false) -> void:
return
# if "pass_to_actor" in target:
# return pass_stage_to(target.pass_to_actor)
# if (focus_locked or get_tree().paused) and not force:
# push_error(target, " requested focus while it was locked or tree is paused.")
# elif !is_instance_valid(target):
# push_error("Focus instance not valid")
# elif !"has_stage" in target:
# push_error(target, " has no has focus method.")
# else:
# if stage_list.size() > 0:
# if stage_list.front() == target:
# push_warning(target, " is already target. Abort passing focus.")
# return false
# if not stage_list.size() == 0: stage_list.front().has_stage = false
# target.has_stage = true
# if target.has_stage:
# stage_list.push_front(target)
# assert(stage_list.size() < 100)
# focus_locked = lock_focus
# return true
# return false
# Currently focused element loses focus, but remains in stack. # Currently focused element loses focus, but remains in stack.
func free_focus(): func free_focus():
@ -307,12 +282,6 @@ func free_focus():
func reset_focus(): func reset_focus():
stage_list = [stage_list[-1]] stage_list = [stage_list[-1]]
func transition_stage_to(thief: Object, lock_focus = false):
focus_locked = lock_focus
if stage_list.size() > 0:
if stage_list.front().has_stage:
stage_list.pop_front().has_stage = false
return pass_stage_to(thief, true)
func queue_for_stage(target: Object, index: int = 1): func queue_for_stage(target: Object, index: int = 1):
stage_list.insert(index, target) stage_list.insert(index, target)

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@ -43,16 +43,6 @@ func begin_sequence(scene_id: id) -> void:
# Emit signal for other systems (music, animations, etc.) # Emit signal for other systems (music, animations, etc.)
scene_starting.emit(scene_id, is_sequence_repeating(scene_id)) scene_starting.emit(scene_id, is_sequence_repeating(scene_id))
func start_sequence(_index: id):
pass
# if State.pass_stage_to(sequence_actors[index][0].get_object()):
# sequence_actors[index][0].call(index)
# current_sequence = index
# started_sequences = started_sequences | (1 << index)
# scene_starting.emit(current_sequence, is_sequence_repeating(index))
# else:
# push_error("Sequence could not be started.")
# Called by CollectableUi when it finishes playing a scene # Called by CollectableUi when it finishes playing a scene
func end_sequence(scene_id: id) -> void: func end_sequence(scene_id: id) -> void:
print_debug(">>> Scenes.end_sequence(%s)" % id.keys()[scene_id]) print_debug(">>> Scenes.end_sequence(%s)" % id.keys()[scene_id])