194 lines
5.1 KiB
GDScript
Executable File
194 lines
5.1 KiB
GDScript
Executable File
class_name CutsceneManager
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extends Node
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# Action dependency graph
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var actions: Dictionary = {} # Map of action IDs to action instances
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var dependencies: Dictionary = {} # Map of action IDs to their dependency lists
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var dependents: Dictionary = {} # Map of action IDs to actions that depend on them
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var ready_actions: Array = [] # Actions that are ready to execute (all dependencies met)
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var active_actions: Array = [] # Currently running actions
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var completed_actions: Array = [] # Actions that have completed
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# State management
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enum State {
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IDLE, # Not running any cutscene
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RUNNING, # Currently executing a cutscene
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PAUSED # Cutscene is paused
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}
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var state: int = State.IDLE
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var is_active: bool = false
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# Signals
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signal cutscene_started()
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signal cutscene_completed()
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signal cutscene_paused()
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signal cutscene_resumed()
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signal action_started(action)
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signal action_completed(action)
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signal action_failed(action, error_message)
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# Public methods
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func start() -> void:
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# Start executing the cutscene
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if state != State.IDLE:
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return
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state = State.RUNNING
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is_active = true
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emit_signal("cutscene_started")
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# Find actions with no dependencies to start with
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_find_ready_actions()
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# Start all ready actions
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for action_id in ready_actions:
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_execute_action(action_id)
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# Check if there are no actions to execute
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if actions.size() == 0:
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_on_cutscene_completed()
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func pause() -> void:
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# Pause the current cutscene
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if state == State.RUNNING:
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state = State.PAUSED
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emit_signal("cutscene_paused")
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func resume() -> void:
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# Resume a paused cutscene
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if state == State.PAUSED:
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state = State.RUNNING
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emit_signal("cutscene_resumed")
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func stop() -> void:
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# Stop the current cutscene and reset
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# Stop all active actions
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for action in active_actions:
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if action.state == action.State.RUNNING:
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action.stop()
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active_actions.clear()
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_reset()
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func add_action(action_id: String, action: Action, deps: Array = []) -> void:
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# Add an action with its dependencies
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if state != State.IDLE:
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print("Warning: Cannot add actions while cutscene is running")
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return
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actions[action_id] = action
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dependencies[action_id] = deps
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# Build reverse dependency map (dependents)
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for dep_id in deps:
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if not dependents.has(dep_id):
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dependents[dep_id] = []
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dependents[dep_id].append(action_id)
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# Internal methods
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func _process(delta: float) -> void:
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# Main update loop
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if state != State.RUNNING:
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return
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# Find actions with no dependencies to start with
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_find_ready_actions()
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# Start all ready actions
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for action_id in ready_actions:
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_execute_action(action_id)
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# Update all active actions
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for action in active_actions:
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if action.state == action.State.RUNNING:
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action.update(delta)
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func _find_ready_actions() -> void:
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# Find actions that are ready to execute (all dependencies met)
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ready_actions.clear()
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for action_id in actions:
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# Skip if already completed or active
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if completed_actions.has(action_id) or active_actions.has(actions[action_id]):
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continue
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# Check if all dependencies are met
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var all_deps_met = true
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for dep_id in dependencies[action_id]:
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if not completed_actions.has(dep_id):
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all_deps_met = false
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break
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if all_deps_met:
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ready_actions.append(action_id)
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func _execute_action(action_id: String) -> void:
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# Execute a single action
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var action = actions[action_id]
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# Remove from ready actions
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ready_actions.erase(action_id)
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# Add to active actions
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active_actions.append(action)
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# Connect to action signals
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if not action.is_connected("completed", _on_action_completed):
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action.connect("completed", _on_action_completed.bind(action_id))
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if not action.is_connected("failed", _on_action_failed):
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action.connect("failed", _on_action_failed.bind(action))
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if not action.is_connected("started", _on_action_started):
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action.connect("started", _on_action_started.bind(action))
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# Start the action
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emit_signal("action_started", action)
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action.start()
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func _on_action_started(action: Action) -> void:
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# Handle action started
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emit_signal("action_started", action)
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func _on_action_completed(action_id: String) -> void:
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# Handle action completion
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var action = actions[action_id]
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active_actions.erase(action)
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completed_actions.append(action_id)
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emit_signal("action_completed", action)
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# Check if all actions are completed
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if completed_actions.size() == actions.size():
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_on_cutscene_completed()
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else:
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# Find newly ready actions
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_find_ready_actions()
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# Start all newly ready actions
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for new_action_id in ready_actions:
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_execute_action(new_action_id)
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func _on_action_failed(action: Action, error_message: String) -> void:
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# Handle action failure
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active_actions.erase(action)
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emit_signal("action_failed", action, error_message)
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print("Action failed: %s - %s" % [action.name, error_message])
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# Stop the cutscene
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stop()
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func _on_cutscene_completed() -> void:
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# Handle cutscene completion
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state = State.IDLE
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is_active = false
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emit_signal("cutscene_completed")
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func _reset() -> void:
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# Reset the manager to initial state
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actions.clear()
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dependencies.clear()
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dependents.clear()
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ready_actions.clear()
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active_actions.clear()
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completed_actions.clear()
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state = State.IDLE
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is_active = false
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