feat: Implement initial main scene, player scripts, and core game manager systems for input, actions, playerboard, special tiles, and UI.
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+2
-22
@@ -1445,24 +1445,8 @@ func start_movement_along_path(path: Array, clear_visual: bool = true, force: bo
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snapshot_buffer.clear()
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target_visual_position = grid_to_world(current_position)
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# Check for buffered input
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if movement_manager and movement_manager.has_method("_on_movement_finished"):
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movement_manager._on_movement_finished()
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# Only restore UI state if this is a human player
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if not (is_bot or is_in_group("Bots")):
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# Restore movement range highlights if it was the player's turn
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if main and main.ui_manager.current_action_state == main.ui_manager.ActionState.MOVING and is_my_turn:
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highlight_movement_range()
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has_moved_this_turn = path.size() <= movement_range
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if not (is_bot or is_in_group("Bots")):
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# Only reset to NONE if we were in MOVING state (voluntary movement).
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# If we were TARGETING/GRABBING and got pushed, preserve that state.
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if main.ui_manager.current_action_state == main.ui_manager.ActionState.MOVING:
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main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
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if TurnManager.turn_based_mode:
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end_turn()
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_after_action_completed()
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@@ -1760,12 +1744,8 @@ func force_action_state_none():
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if is_bot or is_in_group("Bots"):
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return
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var main = get_tree().get_root().get_node_or_null("Main")
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if main and main.ui_manager:
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main.ui_manager.current_action_state = main.ui_manager.ActionState.NONE
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if action_manager:
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action_manager.clear_highlights()
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action_manager.clear_playerboard_highlights()
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clear_highlights()
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clear_playerboard_highlights()
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# -----------------------------------------------------------------
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