139 lines
3.9 KiB
GDScript
139 lines
3.9 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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var current_row_setup: int = -1
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var current_col_setup: int = -1
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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 current_col = player.current_position.x
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# --- ROW LOGIC (Z/Y) ---
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# Zone 1 (Top): 0-4
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# Zone 2 (Mid): 5-9
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# Zone 3 (Bot): 10-13
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# Initialize if needed
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if current_row_setup == -1:
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if current_row <= 4: current_row_setup = 0
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elif current_row <= 9: current_row_setup = 1
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else: current_row_setup = 2
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# Row Hysteresis
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match current_row_setup:
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0: # Top
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if current_row >= 6: current_row_setup = 1 # Move to Mid
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1: # Mid
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if current_row <= 3: current_row_setup = 0 # Move to Top
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elif current_row >= 11: current_row_setup = 2 # Move to Bot
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2: # Bot
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if current_row <= 8: current_row_setup = 1 # Move to Mid
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# --- COLUMN LOGIC (X) ---
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# Zone 1 (Left): 0-4
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# Zone 2 (Center): 5-9
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# Zone 3 (Right): 10-13
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# Initialize if needed
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if current_col_setup == -1:
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if current_col <= 4: current_col_setup = 0
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elif current_col <= 9: current_col_setup = 1
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else: current_col_setup = 2
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# Col Hysteresis
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match current_col_setup:
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0: # Left
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if current_col >= 6: current_col_setup = 1 # Move to Center
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1: # Center
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if current_col <= 3: current_col_setup = 0 # Move to Left
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elif current_col >= 11: current_col_setup = 2 # Move to Right
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2: # Right
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if current_col <= 8: current_col_setup = 1 # Move to Center
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# --- TARGET CALCULATION ---
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var target_z = 0.0
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var target_y = 0.0
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var target_x = 7.0
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# Apply Row Targets
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match current_row_setup:
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0: # Top
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target_z = 15.0
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target_y = 19.636
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1: # Mid
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target_z = 19.0
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target_y = 19.636
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2: # Bot
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target_z = 22.5
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target_y = 19.22636
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# Apply Col Targets
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match current_col_setup:
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0: # Left
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target_x = 5.0
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1: # Center
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target_x = 7.0
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2: # Right
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target_x = 9.0
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var target_pos = Vector3(target_x, target_y, target_z)
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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, 0.4).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
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