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

View File

@@ -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())