Files
experiment-adventure-ai/addons/cutscene_editor/editor/PreviewManager.gd
2025-07-31 09:27:26 -07:00

274 lines
7.8 KiB
GDScript

@tool
class_name PreviewManager
extends Node
# Manager for real-time cutscene preview
# Signals
signal preview_started()
signal preview_stopped()
signal preview_paused()
signal preview_resumed()
signal preview_progress(progress: float)
signal node_activated(node_name: String)
signal node_completed(node_name: String)
# Properties
var is_previewing: bool = false
var is_paused: bool = false
var current_cutscene: CutsceneManager
var preview_scene: Node2D # The scene being previewed
var preview_characters: Dictionary = {} # Map of character names to nodes
var graph_edit: CutsceneGraphEdit # Reference to the graph editor
# Preview settings
var preview_speed: float = 1.0
var show_debug_info: bool = true
# Initialize the preview manager
func _init() -> void:
name = "PreviewManager"
# Set up the preview with a graph editor
func setup_preview(graph: CutsceneGraphEdit) -> void:
graph_edit = graph
# Connect to graph change signals
if graph_edit:
graph_edit.connect("graph_changed", _on_graph_changed)
# Start the preview
func start_preview() -> void:
if is_previewing:
return
# Create preview scene
_setup_preview_scene()
# Generate cutscene from current graph
var cutscene_resource = graph_edit.save_to_cutscene()
var generator = CutsceneGenerator.new()
current_cutscene = generator.generate_cutscene(cutscene_resource)
# Add cutscene to preview scene
if preview_scene and current_cutscene:
preview_scene.add_child(current_cutscene)
# Connect to cutscene signals for feedback
_connect_cutscene_signals()
# Start the cutscene
current_cutscene.start()
# Update state
is_previewing = true
is_paused = false
emit_signal("preview_started")
# Stop the preview
func stop_preview() -> void:
if not is_previewing:
return
# Stop the cutscene
if current_cutscene:
current_cutscene.stop()
_disconnect_cutscene_signals()
# Remove from preview scene
if current_cutscene.get_parent() == preview_scene:
preview_scene.remove_child(current_cutscene)
current_cutscene.queue_free()
# Clean up preview scene
_cleanup_preview_scene()
# Update state
is_previewing = false
is_paused = false
emit_signal("preview_stopped")
# Pause the preview
func pause_preview() -> void:
if not is_previewing or is_paused:
return
if current_cutscene:
current_cutscene.pause()
is_paused = true
emit_signal("preview_paused")
# Resume the preview
func resume_preview() -> void:
if not is_previewing or not is_paused:
return
if current_cutscene:
current_cutscene.resume()
is_paused = false
emit_signal("preview_resumed")
# Set preview speed
func set_preview_speed(speed: float) -> void:
preview_speed = speed
# In a real implementation, this would affect the time scale
# of the preview scene
# Set up the preview scene
func _setup_preview_scene() -> void:
# Create or reuse preview scene
if not preview_scene:
preview_scene = Node2D.new()
preview_scene.name = "PreviewScene"
add_child(preview_scene)
# Set up characters for preview
_setup_preview_characters()
# Set up characters for preview
func _setup_preview_characters() -> void:
# Clear existing characters
preview_characters.clear()
# Create placeholder characters for preview
# In a real implementation, this would load actual character scenes
var character1 = _create_preview_character("Character1", Vector2(100, 100))
var character2 = _create_preview_character("Character2", Vector2(200, 100))
preview_characters["Character1"] = character1
preview_characters["Character2"] = character2
# Add to preview scene
if preview_scene:
preview_scene.add_child(character1)
preview_scene.add_child(character2)
# Create a preview character
func _create_preview_character(name: String, position: Vector2) -> Node2D:
var character = Node2D.new()
character.name = name
character.position = position
# Add a visual representation
var sprite = Polygon2D.new()
sprite.polygon = PackedVector2Array([
Vector2(-10, -20),
Vector2(-30, 0),
Vector2(-10, 20),
Vector2(10, 20),
Vector2(30, 0),
Vector2(10, -20)
])
sprite.color = Color(0.5, 0.7, 1.0)
character.add_child(sprite)
return character
# Clean up the preview scene
func _cleanup_preview_scene() -> void:
# Remove characters
for char_name in preview_characters:
var character = preview_characters[char_name]
if character.get_parent() == preview_scene:
preview_scene.remove_child(character)
character.queue_free()
preview_characters.clear()
# Connect to cutscene signals for feedback
func _connect_cutscene_signals() -> void:
if not current_cutscene:
return
# Disconnect existing connections
_disconnect_cutscene_signals()
# Connect to signals
current_cutscene.connect("cutscene_started", _on_cutscene_started)
current_cutscene.connect("cutscene_completed", _on_cutscene_completed)
current_cutscene.connect("cutscene_paused", _on_cutscene_paused)
current_cutscene.connect("cutscene_resumed", _on_cutscene_resumed)
current_cutscene.connect("action_started", _on_action_started)
current_cutscene.connect("action_completed", _on_action_completed)
# Disconnect from cutscene signals
func _disconnect_cutscene_signals() -> void:
if not current_cutscene:
return
if current_cutscene.is_connected("cutscene_started", _on_cutscene_started):
current_cutscene.disconnect("cutscene_started", _on_cutscene_started)
if current_cutscene.is_connected("cutscene_completed", _on_cutscene_completed):
current_cutscene.disconnect("cutscene_completed", _on_cutscene_completed)
if current_cutscene.is_connected("cutscene_paused", _on_cutscene_paused):
current_cutscene.disconnect("cutscene_paused", _on_cutscene_paused)
if current_cutscene.is_connected("cutscene_resumed", _on_cutscene_resumed):
current_cutscene.disconnect("cutscene_resumed", _on_cutscene_resumed)
if current_cutscene.is_connected("action_started", _on_action_started):
current_cutscene.disconnect("action_started", _on_action_started)
if current_cutscene.is_connected("action_completed", _on_action_completed):
current_cutscene.disconnect("action_completed", _on_action_completed)
# Handle graph changes
func _on_graph_changed() -> void:
# If we're previewing, restart the preview to reflect changes
if is_previewing:
stop_preview()
start_preview()
# Handle cutscene started
func _on_cutscene_started() -> void:
emit_signal("preview_started")
# Handle cutscene completed
func _on_cutscene_completed() -> void:
emit_signal("preview_stopped")
is_previewing = false
is_paused = false
# Handle cutscene paused
func _on_cutscene_paused() -> void:
emit_signal("preview_paused")
is_paused = true
# Handle cutscene resumed
func _on_cutscene_resumed() -> void:
emit_signal("preview_resumed")
is_paused = false
# Handle action started
func _on_action_started(action: Action) -> void:
# Find the corresponding node in the graph and highlight it
var node_name = _find_node_for_action(action)
if node_name:
emit_signal("node_activated", node_name)
# Update graph editor visualization
if graph_edit:
var node = graph_edit.get_node_or_null(node_name)
if node and node.has_method("set_state"):
node.set_state(BaseGraphNode.NodeState.ACTIVE)
# Handle action completed
func _on_action_completed(action: Action) -> void:
# Find the corresponding node in the graph and mark as completed
var node_name = _find_node_for_action(action)
if node_name:
emit_signal("node_completed", node_name)
# Update graph editor visualization
if graph_edit:
var node = graph_edit.get_node_or_null(node_name)
if node and node.has_method("set_state"):
node.set_state(BaseGraphNode.NodeState.COMPLETED)
# Find node corresponding to an action
func _find_node_for_action(action: Action) -> String:
# This would need to map actions to nodes
# In a real implementation, we would store this mapping when generating the cutscene
# For now, we'll return a placeholder
return ""
# Get the preview scene for display
func get_preview_scene() -> Node2D:
return preview_scene