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