feat: Add Tekton character model, implement in-game message bar, global match timer UI, and camera context manager.
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@@ -1577,6 +1577,39 @@ func _get_ordinal(n: int) -> String:
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func _input(event):
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if event.is_action_pressed("ui_cancel"):
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_toggle_pause_menu()
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# DEBUG: check all floors
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if event is InputEventKey and event.pressed and event.keycode == KEY_F9:
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check_all_floors()
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func check_all_floors():
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print("--- CHECKING ALL FLOORS (Debug F9) ---")
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var enhanced_gridmap = get_node_or_null("EnhancedGridMap")
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if not enhanced_gridmap:
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print("Error: EnhancedGridMap not found.")
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return
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var missing_count = 0
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var total_checked = 0
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# Assuming standard 14x14 board (0-13)
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for x in range(14):
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for y in range(14):
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total_checked += 1
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var cell_3d = Vector3i(x, 0, y)
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var item = enhanced_gridmap.get_cell_item(cell_3d)
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if item == -1:
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print("MISSING FLOOR at [%d, %d]! (Item: -1)" % [x, y])
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missing_count += 1
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# Optional: Auto-fix?
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# enhanced_gridmap.set_cell_item(cell_3d, 1)
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elif item == 6:
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print("ICE/CRACK FLOOR at [%d, %d] (Item: 6)" % [x, y])
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print("--- CHECK COMPLETE: Found %d missing floors out of %d checked. ---" % [missing_count, total_checked])
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var msg_type = NotificationManager.MessageType.WARNING if missing_count > 0 else NotificationManager.MessageType.NORMAL
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NotificationManager.send_message(GameStateManager.local_player_character, "Checked Floors: %d Missing" % missing_count, msg_type)
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func _toggle_pause_menu():
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var pause_menu = get_node_or_null("PauseMenu")
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