extends Node # CameraContextManager # Handles camera position based on player's row on the board. # var screen_shake_manager: Node # Removed var camera: Camera3D var player: Node3D # Configuration Map: Row Threshold -> Target Position # We use a list of dictionaries to define ranges. # Setup A: Rows 0-5 # Setup B: Rows 6-9 # Setup C: Rows 10+ var camera_setups = [ { "max_row": 5, "position": Vector3(7.0, 19.636, 15.0) }, { "max_row": 9, "position": Vector3(7.0, 19.636, 19.0) }, { "max_row": 999, "position": Vector3(7.0, 19.22636, 22.5) } # Default/Bottom ] var unique_id: int func initialize(p_camera: Camera3D, _p_shake_manager: Node): camera = p_camera # screen_shake_manager = p_shake_manager print("[CameraContextManager] Initialized with camera") func set_player(p_player: Node3D): player = p_player unique_id = p_player.name.to_int() # Try to get movement manager (might be initializing) var movement_mgr = player.get("movement_manager") if not movement_mgr and player.get("movement_manager") == null: # Try direct access if script variable movement_mgr = player.movement_manager if movement_mgr: if not movement_mgr.movement_finished.is_connected(_on_player_moved): movement_mgr.movement_finished.connect(_on_player_moved) else: print("[CameraContextManager] Warning: movement_manager not found on player. Retrying in 0.5s...") await get_tree().create_timer(0.5).timeout if player == p_player: # Ensure player hasn't changed set_player(p_player) # Retry _update_camera_target() func _on_player_moved(): # print("[CameraContextManager] Player moved signal received") _update_camera_target() func _update_camera_target(): if not player or not camera: return # Get player row (Z coordinate in 3D world / Y in GridMap) # In this game: Grid Y maps to World Z. # Player current_position is Vector2i(grid_x, grid_y) var current_row = player.current_position.y var target_pos = Vector3.ZERO for i in range(camera_setups.size()): var setup = camera_setups[i] if current_row <= setup.max_row: target_pos = setup.position break # print("[CameraContextManager] Player Row: %d -> Selected Setup: %d (Target: %s)" % [current_row, setup_index, target_pos]) # Update ScreenShakeManager's target # Update Camera Position directly with Tween if camera.position != target_pos: var tween = create_tween() tween.tween_property(camera, "position", target_pos, 1.0).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)