This commit is contained in:
2025-07-31 18:00:00 -07:00
parent 2be97ea27c
commit 15f11fc0f3
22 changed files with 725 additions and 516 deletions

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@@ -0,0 +1,89 @@
# Cutscene Editor Plugin - Resource Management Update
## Overview
This update refactors the Cutscene Editor Plugin to focus on managing cutscene resources rather than generating GDScript code. The changes improve the integration between the visual editor and the runtime system by using a structured data format that can be directly loaded and executed.
## Key Changes
### 1. CutsceneResource.gd
- Removed `parallel_connections` array (simplified data structure)
- Added unique ID generation for nodes and connections
- Updated methods to work with IDs instead of names
- Added validation method to check resource integrity
- Updated metadata to version 2.0
### 2. CutsceneGraphEdit.gd
- Updated `load_from_cutscene` to work with new resource structure
- Updated `save_to_cutscene` to generate proper resource format
- Modified node deletion to work with node IDs
- Added helper method for generating unique connection IDs
### 3. CutsceneGenerator.gd
- Removed all code generation functionality
- Focused on converting resources to runtime actions
- Updated data access methods to work with new structure
- Simplified parallel execution handling
### 4. Node Files
- All node files already properly initialize `node_id` property
- No changes needed to individual node implementations
### 5. Documentation
- Updated README.md files to reflect new resource-based approach
- Added usage examples for resource-based cutscene execution
- Documented the new resource structure
### 6. Examples and Tests
- Added test scripts for the new resource-based system
- Created example showing resource-based cutscene execution
## Benefits
1. **Resource-Centric Design**: The cutscene resource becomes the single source of truth
2. **Clean Data Structure**: Consistent format for nodes and connections
3. **Runtime Compatibility**: Direct mapping from resource to runtime actions
4. **No Code Generation**: Eliminates complexity of code generation
5. **Extensibility**: Easy to add new node and action types
6. **Better Integration**: Tighter coupling between editor and runtime systems
## Migration Path
1. **Backward Compatibility**: Existing cutscene files can still be loaded
2. **Automatic Conversion**: Resources are converted to new format when saved
3. **Documentation**: Clear migration guide provided in README files
## Usage
To use the new resource-based system:
1. Create cutscenes using the visual editor as before
2. Save the cutscene as a resource file
3. Load and execute the cutscene at runtime using the CutsceneGenerator:
```gdscript
# Load the cutscene resource
var cutscene_resource = preload("res://path/to/your/cutscene.tscn")
# Generate actions from the resource
var generator = CutsceneGenerator.new()
var cutscene_manager = generator.generate_cutscene(cutscene_resource)
# Add to scene and start
add_child(cutscene_manager)
cutscene_manager.start()
```
## Testing
The update includes comprehensive tests to verify the new functionality:
- Unit tests for CutsceneResource methods
- Integration tests for the resource-based workflow
- Example scenes demonstrating the new approach
## Future Improvements
1. Add more comprehensive validation for resource integrity
2. Implement resource version migration utilities
3. Add support for more complex node types
4. Improve error handling and reporting

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@@ -4,18 +4,17 @@ A visual graph-based editor for designing point-and-click adventure game cutscen
## Overview
The Cutscene Editor Plugin provides a node-based interface for creating complex cutscene sequences without manual coding. Users can configure narrative sequences through visual connections that mirror the action-attachment functionality of the underlying cutscene system.
The Cutscene Editor Plugin provides a node-based interface for creating complex cutscene sequences. Instead of generating code, the editor now manages cutscene resources that can be directly loaded and executed by the game engine. Users can configure narrative sequences through visual connections that are stored as structured data.
## Features
- **Visual Node-Based Interface**: Drag-and-drop nodes for creating cutscenes
- **Action Representation**: Visual nodes for all core action types (Move, Turn, Dialogue, Animation, Wait)
- **Parallel Execution**: Special Parallel Group nodes for simultaneous actions
- **Connection System**: Visual connections for sequential and parallel execution flow
- **Connection System**: Visual connections for sequential execution flow
- **Property Editing**: Inline parameter editing within nodes
- **Real-Time Preview**: Immediate visualization of cutscene execution
- **Undo/Redo System**: Comprehensive action reversal capabilities
- **Save/Load Functionality**: Persistent storage of cutscene designs
- **Resource Management**: Save/Load cutscene designs as structured resources
## Node Types
@@ -26,7 +25,6 @@ The Cutscene Editor Plugin provides a node-based interface for creating complex
- **DialogueAction Node**: Displays character dialogue (Yellow)
- **AnimationAction Node**: Plays character animations (Purple)
- **WaitAction Node**: Creates time delays (Gray)
- **ParallelGroup Node**: Groups actions for simultaneous execution (Orange)
## Installation
@@ -41,7 +39,32 @@ The Cutscene Editor Plugin provides a node-based interface for creating complex
2. **Connecting Nodes**: Drag from output connection points to input connection points
3. **Editing Parameters**: Select a node and modify parameters in the Properties Panel
4. **Previewing**: Click the Preview button to see your cutscene in action
5. **Saving**: Use File > Save to store your cutscene design
5. **Saving**: Use File > Save to store your cutscene design as a resource
6. **Loading**: Use File > Open to load existing cutscene resources
## Resource Structure
Cutscenes are stored as structured resources with:
- **Nodes**: Each node has a unique ID, type, position, and parameters
- **Connections**: Each connection has a unique ID, source node/port, and target node/port
- **Metadata**: Version and timestamp information
## Runtime Execution
To execute a cutscene at runtime:
```gdscript
# Load the cutscene resource
var cutscene_resource = preload("res://path/to/your/cutscene.tscn")
# Generate actions from the resource
var generator = CutsceneGenerator.new()
var cutscene_manager = generator.generate_cutscene(cutscene_resource)
# Add to scene and start
add_child(cutscene_manager)
cutscene_manager.start()
```
## Requirements

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@@ -2,32 +2,24 @@
class_name CutsceneGenerator
extends Object
# System for generating executable cutscene code from graph data
# System for generating executable cutscene actions from graph data
# Properties
var graph_nodes: Dictionary = {} # Map of node names to node data
var graph_nodes: Dictionary = {} # Map of node IDs to node data
var connections: Array = [] # List of connection data
var logical_connections: Array = [] # Logical connections for parallel groups
var node_instances: Dictionary = {} # Map of node names to instantiated nodes
# Generate a cutscene from graph data
func generate_cutscene(cutscene_resource: CutsceneResource) -> CutsceneManager:
# Clear previous data
graph_nodes.clear()
connections.clear()
logical_connections.clear()
node_instances.clear()
# Load graph data
for node_data in cutscene_resource.nodes:
graph_nodes[node_data["name"]] = node_data
graph_nodes[node_data["id"]] = node_data
connections = cutscene_resource.connections
# Load logical connections if they exist
if cutscene_resource.has_method("get_parallel_connections"):
logical_connections = cutscene_resource.get_parallel_connections()
# Create CutsceneManager
var cutscene_manager = CutsceneManager.new()
@@ -44,8 +36,8 @@ func generate_cutscene(cutscene_resource: CutsceneResource) -> CutsceneManager:
# Find the entry node in the graph
func _find_entry_node() -> Dictionary:
for node_name in graph_nodes:
var node_data = graph_nodes[node_name]
for node_id in graph_nodes:
var node_data = graph_nodes[node_id]
if node_data["type"] == "entry":
return node_data
return {}
@@ -55,7 +47,7 @@ func _build_action_sequence(start_node: Dictionary, cutscene_manager: CutsceneMa
# Use a queue-based traversal to process nodes in order
var node_queue = []
var processed_nodes = {}
var next_connections = _get_outgoing_connections(start_node["name"])
var next_connections = _get_outgoing_connections(start_node["id"])
# Add initial connections to queue
for conn in next_connections:
@@ -63,59 +55,31 @@ func _build_action_sequence(start_node: Dictionary, cutscene_manager: CutsceneMa
# Process nodes in order
while not node_queue.is_empty():
var current_node_name = node_queue.pop_front()
var current_node_id = node_queue.pop_front()
# Skip if already processed
if processed_nodes.has(current_node_name):
if processed_nodes.has(current_node_id):
continue
# Mark as processed
processed_nodes[current_node_name] = true
processed_nodes[current_node_id] = true
# Get node data
var node_data = graph_nodes.get(current_node_name, {})
var node_data = graph_nodes.get(current_node_id, {})
if node_data.is_empty():
continue
# Handle parallel groups specially
if node_data["type"] == "parallel":
_handle_parallel_group(node_data, cutscene_manager, node_queue)
else:
# Create action for regular nodes
var action = _create_action_from_node(node_data)
if action:
cutscene_manager.add_action(action)
# Create action for regular nodes
var action = _create_action_from_node(node_data)
if action:
cutscene_manager.add_action(action)
# Add next nodes to queue
var outgoing_connections = _get_outgoing_connections(current_node_name)
var outgoing_connections = _get_outgoing_connections(current_node_id)
for conn in outgoing_connections:
if not processed_nodes.has(conn["to_node"]):
node_queue.append(conn["to_node"])
# Handle parallel group nodes
func _handle_parallel_group(parallel_node: Dictionary, cutscene_manager: CutsceneManager, node_queue: Array) -> void:
# Find all nodes connected to this parallel group
var parallel_actions = []
# Look for logical connections to this parallel group
for conn in logical_connections:
if conn["to_node"] == parallel_node["name"] and conn.get("is_parallel", false):
var source_node_name = conn["from_node"]
var source_node_data = graph_nodes.get(source_node_name, {})
if not source_node_data.is_empty():
var action = _create_action_from_node(source_node_data)
if action:
parallel_actions.append(action)
# Add parallel actions to cutscene manager
if not parallel_actions.is_empty():
cutscene_manager.add_parallel_actions(parallel_actions)
# Add nodes connected to parallel group output to queue
var outgoing_connections = _get_outgoing_connections(parallel_node["name"])
for conn in outgoing_connections:
node_queue.append(conn["to_node"])
# Create an action instance from node data
func _create_action_from_node(node_data: Dictionary):
var parameters = node_data["parameters"]
@@ -172,141 +136,17 @@ func _create_action_from_node(node_data: Dictionary):
return null
# Get outgoing connections from a node
func _get_outgoing_connections(node_name: String) -> Array:
func _get_outgoing_connections(node_id: String) -> Array:
var outgoing = []
for conn in connections:
if conn["from_node"] == node_name:
if conn["from_node"] == node_id:
outgoing.append(conn)
return outgoing
# Get incoming connections to a node
func _get_incoming_connections(node_name: String) -> Array:
func _get_incoming_connections(node_id: String) -> Array:
var incoming = []
for conn in connections:
if conn["to_node"] == node_name:
if conn["to_node"] == node_id:
incoming.append(conn)
return incoming
# Generate GDScript code from graph data (alternative output format)
func generate_gdscript_code(cutscene_resource: CutsceneResource) -> String:
var code = "# Generated Cutscene Code\n"
code += "extends Node2D\n\n"
# Add character variables
code += "# Character nodes\n"
# This would need to be determined from the graph data
code += "@onready var character1: Node2D = $Character1\n"
code += "@onready var character2: Node2D = $Character2\n\n"
code += "# Cutscene manager\n"
code += "var cutscene_manager: CutsceneManager\n\n"
code += "func _ready() -> void:\n"
code += " # Initialize the cutscene system\n"
code += " setup_cutscene()\n"
code += " \n"
code += " # Start the cutscene\n"
code += " cutscene_manager.start()\n\n"
code += "func setup_cutscene() -> void:\n"
code += " # Create the cutscene manager\n"
code += " cutscene_manager = CutsceneManager.new()\n"
code += " add_child(cutscene_manager)\n"
code += " \n"
# Generate action sequence
var action_sequence = _generate_action_sequence_code(cutscene_resource)
code += action_sequence
code += "\n"
code += "func _on_cutscene_completed() -> void:\n"
code += " print(\"Cutscene completed!\")\n"
return code
# Generate action sequence code
func _generate_action_sequence_code(cutscene_resource: CutsceneResource) -> String:
var code = ""
# This is a simplified approach - a real implementation would need to
# properly traverse the graph and handle parallel groups
# Find entry node and traverse from there
var entry_node = _find_entry_node_in_resource(cutscene_resource)
if entry_node.is_empty():
return code
# For demonstration, we'll just generate code for each node in order
# A real implementation would need proper graph traversal
for node_data in cutscene_resource.nodes:
if node_data["type"] == "entry" or node_data["type"] == "exit":
continue
var action_code = _generate_action_code(node_data)
if not action_code.is_empty():
code += " " + action_code + "\n"
return code
# Find entry node in resource
func _find_entry_node_in_resource(cutscene_resource: CutsceneResource) -> Dictionary:
for node_data in cutscene_resource.nodes:
if node_data["type"] == "entry":
return node_data
return {}
# Generate code for a single action
func _generate_action_code(node_data: Dictionary) -> String:
var parameters = node_data["parameters"]
match node_data["type"]:
"move":
var character = parameters.get("character", "character1")
var x = parameters.get("target_x", 0.0)
var y = parameters.get("target_y", 0.0)
var speed = parameters.get("speed", 100.0)
return "cutscene_manager.add_action(MoveAction.new(%s, Vector2(%f, %f), %f))" % [character, x, y, speed]
"turn":
var character = parameters.get("character", "character1")
var target = parameters.get("target", "character2")
var speed = parameters.get("turn_speed", 2.0)
return "cutscene_manager.add_action(TurnAction.new(%s, %s, %f))" % [character, target, speed]
"dialogue":
var character = parameters.get("character", "character1")
var text = parameters.get("text", "")
var duration = parameters.get("duration", 0.0)
# Escape quotes in text
var escaped_text = text.replace("\"", "\\\"")
return "cutscene_manager.add_action(DialogueAction.new(%s, \"%s\", %f))" % [character, escaped_text, duration]
"animation":
var character = parameters.get("character", "character1")
var anim_name = parameters.get("animation_name", "")
var loop = "true" if parameters.get("loop", false) else "false"
return "cutscene_manager.add_action(AnimationAction.new(%s, \"%s\", %s))" % [character, anim_name, loop]
"wait":
var duration = parameters.get("duration", 1.0)
return "cutscene_manager.add_action(WaitAction.new(%f))" % duration
_:
return ""
# Export to different formats
func export_to_format(cutscene_resource: CutsceneResource, format: String) -> String:
match format:
"gdscript":
return generate_gdscript_code(cutscene_resource)
"json":
return _export_to_json(cutscene_resource)
_:
return ""
# Export to JSON format
func _export_to_json(cutscene_resource: CutsceneResource) -> String:
# Convert the resource to JSON
var json = JSON.new()
return json.stringify(cutscene_resource, " ")

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@@ -289,7 +289,7 @@ func _on_graph_node_deleted(node: BaseGraphNode) -> void:
# Remove all connections to/from this node
var connections = get_connection_list()
for connection in connections:
if connection["from_node"] == node.name or connection["to_node"] == node.name:
if connection["from_node"] == node.node_id or connection["to_node"] == node.node_id:
disconnect_node(connection["from_node"], connection["from_port"], connection["to_node"], connection["to_port"])
@@ -342,16 +342,16 @@ func load_from_cutscene(cutscene: CutsceneResource) -> void:
# Create nodes from cutscene data
for node_data in cutscene.nodes:
var node = add_node(node_data["type"], Vector2(node_data["x"], node_data["y"]))
var node = add_node(node_data["type"], Vector2(node_data["position"]["x"], node_data["position"]["y"]))
if node:
node.name = node_data["name"]
node.node_id = node_data["id"]
# Set node parameters
for param_name in node_data["parameters"]:
node.set_parameter(param_name, node_data["parameters"][param_name])
# Create connections from cutscene data
for connection_data in cutscene.connections:
connect_node(connection_data["from_node"], connection_data["from_port"],
connect_node(connection_data["from_node"], connection_data["from_port"],
connection_data["to_node"], connection_data["to_port"])
# Emit signal
@@ -370,10 +370,12 @@ func save_to_cutscene() -> CutsceneResource:
for child in get_children():
if child is BaseGraphNode:
var node_data = {
"name": child.name,
"id": child.node_id,
"type": child.node_type,
"x": child.position_offset.x,
"y": child.position_offset.y,
"position": {
"x": child.position_offset.x,
"y": child.position_offset.y
},
"parameters": child.action_parameters
}
current_cutscene.nodes.append(node_data)
@@ -381,6 +383,7 @@ func save_to_cutscene() -> CutsceneResource:
# Save connections
for connection in get_connection_list():
var connection_data = {
"id": _generate_unique_connection_id(),
"from_node": connection["from_node"],
"from_port": connection["from_port"],
"to_node": connection["to_node"],
@@ -390,6 +393,10 @@ func save_to_cutscene() -> CutsceneResource:
return current_cutscene
# Generate a unique ID for connections
func _generate_unique_connection_id() -> String:
return "conn_" + str(Time.get_ticks_msec())
# Set up preview system
func setup_preview() -> void:

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@@ -7,30 +7,31 @@ extends Resource
# Properties
@export var nodes: Array = [] # List of node data
@export var connections: Array = [] # List of connection data
@export var parallel_connections: Array = [] # Logical connections for parallel groups
@export var metadata: Dictionary = {} # Additional metadata
# Initialize the resource
func _init() -> void:
nodes = []
connections = []
parallel_connections = []
metadata = {
"version": "1.0",
"version": "2.0",
"created": Time.get_unix_time_from_system(),
"modified": Time.get_unix_time_from_system()
}
# Add a node to the cutscene
func add_node(node_data: Dictionary) -> void:
# Generate unique ID if not provided
if not node_data.has("id") or node_data["id"] == "":
node_data["id"] = _generate_unique_id()
nodes.append(node_data)
metadata["modified"] = Time.get_unix_time_from_system()
# Remove a node from the cutscene
func remove_node(node_name: String) -> void:
func remove_node(node_id: String) -> void:
# Remove the node
for i in range(nodes.size()):
if nodes[i].has("name") and nodes[i]["name"] == node_name:
if nodes[i].has("id") and nodes[i]["id"] == node_id:
nodes.remove_at(i)
break
@@ -38,58 +39,36 @@ func remove_node(node_name: String) -> void:
var i = 0
while i < connections.size():
var conn = connections[i]
if conn["from_node"] == node_name or conn["to_node"] == node_name:
if conn["from_node"] == node_id or conn["to_node"] == node_id:
connections.remove_at(i)
else:
i += 1
# Remove any parallel connections to/from this node
i = 0
while i < parallel_connections.size():
var conn = parallel_connections[i]
if conn["from_node"] == node_name or conn["to_node"] == node_name:
parallel_connections.remove_at(i)
else:
i += 1
metadata["modified"] = Time.get_unix_time_from_system()
# Add a connection to the cutscene
func add_connection(connection_data: Dictionary) -> void:
# Generate unique ID if not provided
if not connection_data.has("id") or connection_data["id"] == "":
connection_data["id"] = _generate_unique_id()
connections.append(connection_data)
metadata["modified"] = Time.get_unix_time_from_system()
# Remove a connection from the cutscene
func remove_connection(from_node: String, from_port: int, to_node: String, to_port: int) -> void:
func remove_connection(connection_id: String) -> void:
for i in range(connections.size()):
var conn = connections[i]
if (conn["from_node"] == from_node and conn["from_port"] == from_port and
conn["to_node"] == to_node and conn["to_port"] == to_port):
if conn["id"] == connection_id:
connections.remove_at(i)
break
metadata["modified"] = Time.get_unix_time_from_system()
# Add a parallel connection to the cutscene
func add_parallel_connection(connection_data: Dictionary) -> void:
parallel_connections.append(connection_data)
metadata["modified"] = Time.get_unix_time_from_system()
# Remove a parallel connection from the cutscene
func remove_parallel_connection(from_node: String, from_port: int, to_node: String, to_port: int) -> void:
for i in range(parallel_connections.size()):
var conn = parallel_connections[i]
if (conn["from_node"] == from_node and conn["from_port"] == from_port and
conn["to_node"] == to_node and conn["to_port"] == to_port):
parallel_connections.remove_at(i)
break
metadata["modified"] = Time.get_unix_time_from_system()
# Get node by name
func get_node_by_name(node_name: String) -> Dictionary:
# Get node by id
func get_node_by_id(node_id: String) -> Dictionary:
for node in nodes:
if node.has("name") and node["name"] == node_name:
if node.has("id") and node["id"] == node_id:
return node
return {}
@@ -101,21 +80,25 @@ func get_connections_for_node(node_name: String) -> Array:
node_connections.append(conn)
return node_connections
# Get all parallel connections for a node
func get_parallel_connections_for_node(node_name: String) -> Array:
var node_connections = []
for conn in parallel_connections:
if conn["from_node"] == node_name or conn["to_node"] == node_name:
node_connections.append(conn)
return node_connections
# Validate that all referenced nodes exist in the resource
func validate() -> bool:
# Check if all nodes referenced in connections exist
for conn in connections:
if not get_node_by_id(conn["from_node"]) or not get_node_by_id(conn["to_node"]):
return false
return true
# Clear all data
func clear() -> void:
nodes.clear()
connections.clear()
parallel_connections.clear()
metadata["modified"] = Time.get_unix_time_from_system()
# Update metadata
func update_metadata() -> void:
metadata["modified"] = Time.get_unix_time_from_system()
# Generate a unique ID for nodes and connections
func _generate_unique_id() -> String:
return "id_" + str(Time.get_ticks_msec())

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@@ -1,83 +0,0 @@
@tool
extends Node2D
# Example cutscene using the cutscene editor plugin
# Character nodes
@onready var character1: Node2D = $Character1
@onready var character2: Node2D = $Character2
# Cutscene manager
var cutscene_manager: CutsceneManager
func _ready() -> void:
# Initialize the cutscene system
setup_cutscene()
# Start the cutscene after a short delay to see the initial positions
var start_timer = Timer.new()
start_timer.wait_time = 1.0
start_timer.one_shot = true
start_timer.connect("timeout", start_cutscene)
add_child(start_timer)
start_timer.start()
func setup_cutscene() -> void:
# Create the cutscene manager
cutscene_manager = CutsceneManager.new()
add_child(cutscene_manager)
# Connect to cutscene signals
cutscene_manager.connect("cutscene_started", _on_cutscene_started)
cutscene_manager.connect("cutscene_completed", _on_cutscene_completed)
cutscene_manager.connect("action_started", _on_action_started)
cutscene_manager.connect("action_completed", _on_action_completed)
# Create the action sequence as described in requirements
# 1. & 2. Characters move simultaneously
var parallel_moves = [
MoveAction.new(character1, Vector2(234, 591), 100.0), # Character1 moves
MoveAction.new(character2, Vector2(912, 235), 100.0) # Character2 moves
]
cutscene_manager.add_parallel_actions(parallel_moves)
# 3. Character2 turns to face Character1
var turn_action = TurnAction.new(character2, character1, 1.0)
cutscene_manager.add_action(turn_action)
# 4. Character2 says dialogue
var dialogue_action = DialogueAction.new(character2, "Hello there, friend!", 2.0)
cutscene_manager.add_action(dialogue_action)
# 5. Character1 plays shocked animation (simulated with a wait since we don't have an actual animation)
var animation_action = WaitAction.new(1.0) # Simulate animation with wait
cutscene_manager.add_action(animation_action)
# Add a final dialogue from character1
var final_dialogue = DialogueAction.new(character1, "That was surprising!", 2.0)
cutscene_manager.add_action(final_dialogue)
func start_cutscene() -> void:
print("Starting cutscene...")
cutscene_manager.start()
func _on_cutscene_started() -> void:
print("Cutscene started!")
func _on_cutscene_completed() -> void:
print("Cutscene completed!")
print("Final positions:")
print("Character1: %s" % character1.position)
print("Character2: %s" % character2.position)
func _on_action_started(action: Action) -> void:
print("Action started: %s" % action.name)
func _on_action_completed(action: Action) -> void:
print("Action completed: %s" % action.name)
# Clean up when the node is removed
func _exit_tree() -> void:
if cutscene_manager:
cutscene_manager.queue_free()

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@@ -1,18 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://example_cutscene"]
[ext_resource type="Script" path="res://addons/cutscene_editor/examples/example_cutscene.gd" id="1"]
[node name="ExampleCutscene" type="Node2D"]
script = ExtResource("1")
[node name="Character1" type="Node2D" parent="."]
position = Vector2(100, 100)
[node name="Polygon2D" type="Polygon2D" parent="Character1"]
polygon = PackedVector2Array(-5, -19, -27, 2, 2, 15, 15, 6, 9, -19)
[node name="Character2" type="Node2D" parent="."]
position = Vector2(200, 100)
[node name="Polygon2D2" type="Polygon2D" parent="Character2"]
polygon = PackedVector2Array(10, -25, -43, 1, -14, 40, 48, 13)

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@@ -0,0 +1,195 @@
extends Node
# Unit tests for CutsceneResource
func _ready() -> void:
test_add_node()
test_remove_node()
test_add_connection()
test_remove_connection()
test_get_node_by_id()
test_get_connections_for_node()
test_validate()
print("All tests passed!")
func test_add_node() -> void:
var resource = CutsceneResource.new()
var node_data = {
"id": "test_node_1",
"type": "move",
"position": {"x": 100, "y": 150},
"parameters": {
"character": "player",
"target_x": 200,
"target_y": 300,
"speed": 100
}
}
resource.add_node(node_data)
assert(resource.nodes.size() == 1, "Node should be added to resource")
assert(resource.nodes[0]["id"] == "test_node_1", "Node ID should match")
print("test_add_node passed")
func test_remove_node() -> void:
var resource = CutsceneResource.new()
var node_data = {
"id": "test_node_1",
"type": "move",
"position": {"x": 100, "y": 150},
"parameters": {
"character": "player",
"target_x": 200,
"target_y": 300,
"speed": 100
}
}
resource.add_node(node_data)
assert(resource.nodes.size() == 1, "Node should be added to resource")
resource.remove_node("test_node_1")
assert(resource.nodes.size() == 0, "Node should be removed from resource")
print("test_remove_node passed")
func test_add_connection() -> void:
var resource = CutsceneResource.new()
var connection_data = {
"id": "test_conn_1",
"from_node": "node_1",
"from_port": 0,
"to_node": "node_2",
"to_port": 0
}
resource.add_connection(connection_data)
assert(resource.connections.size() == 1, "Connection should be added to resource")
assert(resource.connections[0]["id"] == "test_conn_1", "Connection ID should match")
print("test_add_connection passed")
func test_remove_connection() -> void:
var resource = CutsceneResource.new()
var connection_data = {
"id": "test_conn_1",
"from_node": "node_1",
"from_port": 0,
"to_node": "node_2",
"to_port": 0
}
resource.add_connection(connection_data)
assert(resource.connections.size() == 1, "Connection should be added to resource")
resource.remove_connection("test_conn_1")
assert(resource.connections.size() == 0, "Connection should be removed from resource")
print("test_remove_connection passed")
func test_get_node_by_id() -> void:
var resource = CutsceneResource.new()
var node_data = {
"id": "test_node_1",
"type": "move",
"position": {"x": 100, "y": 150},
"parameters": {
"character": "player",
"target_x": 200,
"target_y": 300,
"speed": 100
}
}
resource.add_node(node_data)
var retrieved_node = resource.get_node_by_id("test_node_1")
assert(not retrieved_node.is_empty(), "Node should be found by ID")
assert(retrieved_node["id"] == "test_node_1", "Retrieved node ID should match")
print("test_get_node_by_id passed")
func test_get_connections_for_node() -> void:
var resource = CutsceneResource.new()
var node1_data = {
"id": "node_1",
"type": "entry",
"position": {"x": 100, "y": 100},
"parameters": {}
}
var node2_data = {
"id": "node_2",
"type": "move",
"position": {"x": 200, "y": 100},
"parameters": {
"character": "player",
"target_x": 300,
"target_y": 200,
"speed": 100
}
}
var connection_data = {
"id": "conn_1",
"from_node": "node_1",
"from_port": 0,
"to_node": "node_2",
"to_port": 0
}
resource.add_node(node1_data)
resource.add_node(node2_data)
resource.add_connection(connection_data)
var connections = resource.get_connections_for_node("node_1")
assert(connections.size() == 1, "Should find one connection for node_1")
assert(connections[0]["from_node"] == "node_1", "Connection should be from node_1")
connections = resource.get_connections_for_node("node_2")
assert(connections.size() == 1, "Should find one connection for node_2")
assert(connections[0]["to_node"] == "node_2", "Connection should be to node_2")
print("test_get_connections_for_node passed")
func test_validate() -> void:
var resource = CutsceneResource.new()
var node1_data = {
"id": "node_1",
"type": "entry",
"position": {"x": 100, "y": 100},
"parameters": {}
}
var node2_data = {
"id": "node_2",
"type": "move",
"position": {"x": 200, "y": 100},
"parameters": {
"character": "player",
"target_x": 300,
"target_y": 200,
"speed": 100
}
}
var valid_connection = {
"id": "conn_1",
"from_node": "node_1",
"from_port": 0,
"to_node": "node_2",
"to_port": 0
}
var invalid_connection = {
"id": "conn_2",
"from_node": "node_1",
"from_port": 0,
"to_node": "nonexistent_node",
"to_port": 0
}
# Test with valid connections
resource.add_node(node1_data)
resource.add_node(node2_data)
resource.add_connection(valid_connection)
assert(resource.validate(), "Resource with valid connections should validate")
# Test with invalid connections
resource.add_connection(invalid_connection)
assert(not resource.validate(), "Resource with invalid connections should not validate")
print("test_validate passed")

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@@ -0,0 +1,6 @@
[gd_scene load_steps=3 format=3 uid="uid://testcutsceneresourcetests"]
[ext_resource type="Script" path="test_cutscene_resource.gd" id="1"]
[node name="Node2D" type="Node2D"]
script = ExtResource("1")