cutscene progress.

This commit is contained in:
2025-08-01 16:06:32 -07:00
parent 44d3f10875
commit 90be9ae6b3
34 changed files with 209 additions and 281 deletions

View File

@@ -91,7 +91,8 @@ func _process(delta: float) -> void:
# Main update loop
if state != State.RUNNING:
return
# Find actions with no dependencies to start with
# Find actions with no dependencies to start with
_find_ready_actions()
# Start all ready actions
@@ -143,10 +144,44 @@ func _execute_action(action_id: String) -> void:
# Start the action
emit_signal("action_started", action)
action.start()
_debug_state()
func _on_action_started(action: Action) -> void:
# Handle action started
emit_signal("action_started", action)
_debug_state()
func _debug_state() -> void:
# Print debug information about all actions and their dependencies
print("=== Cutscene Manager Debug State ===")
print("State: %s" % ["IDLE", "RUNNING", "PAUSED"][state])
print("Actions count: %d" % actions.size())
print("Ready actions: %d" % ready_actions.size())
print("Active actions: %d" % active_actions.size())
print("Completed actions: %d" % completed_actions.size())
for action_id in actions:
var action = actions[action_id]
var action_state = ["PENDING", "RUNNING", "COMPLETED", "FAILED"][action.state]
# Get dependencies for this action
var deps = dependencies.get(action_id, [])
var deps_status = []
for dep_id in deps:
if completed_actions.has(dep_id):
deps_status.append("%s:COMPLETED" % dep_id)
elif active_actions.has(actions[dep_id]):
# Check if the dependency action is actually running
deps_status.append("%s:RUNNING" % dep_id)
else:
deps_status.append("%s:PENDING" % dep_id)
var deps_str = ", ".join(deps_status) if deps_status.size() > 0 else "None"
print("Action '%s': %s (deps: %s)" % [action_id, action_state, deps_str])
print("====================================")
func _on_action_completed(action_id: String) -> void:
# Handle action completion
@@ -165,6 +200,8 @@ func _on_action_completed(action_id: String) -> void:
# Start all newly ready actions
for new_action_id in ready_actions:
_execute_action(new_action_id)
_debug_state()
func _on_action_failed(action: Action, error_message: String) -> void:
# Handle action failure

0
cutscene/actions/MoveAction.gd Executable file → Normal file
View File