Files
experiment-adventure-ai/addons/cutscene_editor/editor/CutsceneGenerator.gd
2025-08-01 16:06:32 -07:00

150 lines
4.8 KiB
GDScript

@tool
class_name CutsceneGenerator
extends Object
# System for generating executable cutscene actions from graph data
# Properties
var graph_nodes: Dictionary = {} # Map of node IDs to node data
var connections: Array = [] # List of connection data
# Generate a cutscene from graph data
func generate_cutscene(scene: Node, cutscene_resource: CutsceneResource) -> CutsceneManager:
# Clear previous data
graph_nodes.clear()
connections.clear()
# Load graph data
for node_data in cutscene_resource.nodes:
graph_nodes[node_data["id"]] = node_data
connections = cutscene_resource.connections
# Create CutsceneManager
var cutscene_manager = CutsceneManager.new()
# Find entry node
var entry_node = _find_entry_node()
if not entry_node:
printerr("No entry node found in cutscene")
return cutscene_manager
# Build action sequence starting from entry node
_build_action_sequence(scene, entry_node, cutscene_manager)
return cutscene_manager
# Find the entry node in the graph
func _find_entry_node() -> Dictionary:
for node_id in graph_nodes:
var node_data = graph_nodes[node_id]
if node_data["type"] == "entry":
return node_data
return {}
# Build action sequence from graph data
func _build_action_sequence(scene: Node, start_node: Dictionary, cutscene_manager: CutsceneManager) -> void:
# First pass: Create all actions
var action_map = {} # Map of node IDs to action instances
for node_id in graph_nodes:
var node_data = graph_nodes[node_id]
# Skip entry and exit nodes as they don't create actions
if node_data["type"] == "entry" or node_data["type"] == "exit":
continue
# Create action for regular nodes
var action = _create_action_from_node(scene, node_data)
if action:
action_map[node_id] = action
# Second pass: Add actions with their dependencies
for node_id in action_map:
print("setting up", node_id)
var action = action_map[node_id]
# Get dependencies (incoming connections)
var deps = []
var incoming_connections = _get_incoming_connections(node_id)
for conn in incoming_connections:
# Only add as dependency if the source node creates an action
var from_node_data = graph_nodes.get(conn["from_node"], {})
if not from_node_data.is_empty() and from_node_data["type"] != "entry":
deps.append(conn["from_node"])
# Add action with dependencies
cutscene_manager.add_action(node_id, action, deps)
# Create an action instance from node data
func _create_action_from_node(scene: Node, node_data: Dictionary):
var parameters = node_data["parameters"]
match node_data["type"]:
"move":
var character_path = parameters.get("character", "")
var target_x = parameters.get("target_x", 0.0)
var target_y = parameters.get("target_y", 0.0)
var speed = parameters.get("speed", 100.0)
# In a real implementation, we would resolve the character path to an actual node
# For now, we'll create a placeholder
var character_node = scene.find_child(character_path) # This would be resolved at runtime
var target_position = Vector2(target_x, target_y)
return MoveAction.new(character_node, target_position, speed)
"turn":
var character_path = parameters.get("character", "")
var target = parameters.get("target", "")
var turn_speed = parameters.get("turn_speed", 2.0)
# In a real implementation, we would resolve the paths to actual nodes
var character_node = scene.find_child(character_path) # This would be resolved at runtime
var target_node = scene.find_child(target) # This would be resolved at runtime
return TurnAction.new(character_node, target_node, turn_speed)
"dialogue":
var character_path = parameters.get("character", "")
var text = parameters.get("text", "")
var duration = parameters.get("duration", 0.0)
var character_node = null # This would be resolved at runtime
return DialogueAction.new(character_node, text, duration)
"animation":
var character_path = parameters.get("character", "")
var animation_name = parameters.get("animation_name", "")
var loop = parameters.get("loop", false)
var character_node = null # This would be resolved at runtime
return AnimationAction.new(character_node, animation_name, loop)
"wait":
var duration = parameters.get("duration", 1.0)
return WaitAction.new(duration)
_:
printerr("Unknown node type: %s" % node_data["type"])
return null
# Get outgoing connections from a node
func _get_outgoing_connections(node_id: String) -> Array:
var outgoing = []
for conn in connections:
if conn["from_node"] == node_id:
outgoing.append(conn)
return outgoing
# Get incoming connections to a node
func _get_incoming_connections(node_id: String) -> Array:
var incoming = []
for conn in connections:
if conn["to_node"] == node_id:
incoming.append(conn)
return incoming