更新目录结构

master
lightyears 2 years ago
parent 45f32386b8
commit 6cb04b8056
Signed by: lightyears
GPG Key ID: 98D80DDF26D4F2F9

@ -0,0 +1,7 @@
namespace CMSGame
{
public partial class GameSettings : Node
{
public bool PauseBattleWhenCharacterIsSelected = true;
}
}

@ -2,6 +2,7 @@
<PropertyGroup>
<TargetFramework>net6.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<DefaultItemExcludes>$(DefaultItemExcludes);ScriptTemplates\**\*.cs</DefaultItemExcludes>
</PropertyGroup>
<ItemGroup>
<PackageReference Include="Newtonsoft.Json" Version="13.0.2" />

@ -1,3 +1,6 @@
public partial class BattleCharacter : Sprite2D
namespace CMSGame
{
public partial class BattleCharacter : Sprite2D
{
}
}

@ -1,15 +1,19 @@
public partial class PauseMenu : Control
namespace CMSGame
{
private GameSettings _settings;
public override void _Ready()
public partial class PauseMenu : Control
{
_settings = GetNode<GameSettings>("/root/GameSettings");
GetNode<CheckBox>("%CheckBoxPauseBattleWhenCharacterIsSelected").ToggleMode = _settings.PauseBattleWhenCharacterIsSelected;
}
private GameSettings _settings;
public void On_CheckBoxPauseBattleWhenCharacterIsSelected_Toggled()
{
_settings.PauseBattleWhenCharacterIsSelected = false;
public override void _Ready()
{
_settings = GetNode<GameSettings>("/root/GameSettings");
GetNode<CheckBox>("%CheckBoxPauseBattleWhenCharacterIsSelected").ToggleMode = _settings.PauseBattleWhenCharacterIsSelected;
}
public void On_CheckBoxPauseBattleWhenCharacterIsSelected_Toggled()
{
_settings.PauseBattleWhenCharacterIsSelected = false;
}
}
}

@ -1,6 +1,6 @@
[gd_scene format=3 uid="uid://blobono0y4pqs"]
[node name="PrebattleMenu" type="Control"]
[node name="PreBattleMenu" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0

@ -0,0 +1,21 @@
namespace CMSGame
{
public partial class Character : Node
{
private int _hp;
public int Hp
{
get => _hp;
set => _hp = value;
}
public override void _Ready()
{
}
public override void _Process(double delta)
{
}
}
}

@ -0,0 +1,10 @@
namespace CMSGame
{
static class TimeHelper
{
public static string FormatTime(double time)
{
return TimeSpan.FromSeconds(time).ToString("c");
}
}
}

@ -1,40 +0,0 @@
public partial class Battle : Control
{
private Label _labelBattleTime;
public double Time;
public bool IsPause = false;
public override void _Ready()
{
_labelBattleTime = GetNode<Label>("%LabelBattleTime");
}
public override void _Process(double delta)
{
if (!IsPause)
{
Time += delta;
}
UpdateUI();
}
public override void _Input(InputEvent input)
{
if (Input.IsActionPressed("battle_pause"))
{
IsPause = !IsPause;
}
}
public void UpdateUI()
{
_labelBattleTime.Text = TimeHelper.FormatTime(Time);
}
public static void On_ButtonBattlePause_Pressed()
{
Input.ParseInputEvent(new InputEventAction { Action = "battle_pause" });
}
}

@ -0,0 +1,43 @@
namespace CMSGame
{
public partial class BattleScene : Control
{
private Label _labelBattleTime;
public double Time;
public bool IsPause = false;
public override void _Ready()
{
_labelBattleTime = GetNode<Label>("%LabelBattleTime");
}
public override void _Process(double delta)
{
if (!IsPause)
{
Time += delta;
}
UpdateUI();
}
public override void _Input(InputEvent input)
{
if (Input.IsActionPressed("battle_pause"))
{
IsPause = !IsPause;
}
}
public void UpdateUI()
{
_labelBattleTime.Text = TimeHelper.FormatTime(Time);
}
public static void On_ButtonBattlePause_Pressed()
{
Input.ParseInputEvent(new InputEventAction { Action = "battle_pause" });
}
}
}

@ -1,8 +1,8 @@
[gd_scene load_steps=2 format=3 uid="uid://cx6yq8awwkqv3"]
[ext_resource type="Script" path="res://Scenes/Battle.cs" id="1_n6bn7"]
[ext_resource type="Script" path="res://Scenes/BattleScene.cs" id="1_n6bn7"]
[node name="Battle" type="Control"]
[node name="BattleScene" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0

@ -1,3 +0,0 @@
public partial class Main : Control
{
}

@ -0,0 +1,20 @@
namespace CMSGame
{
public partial class MainScene : Control
{
public static void On_ButtonBattleDemo_Pressed()
{
}
public static void On_ButtonSettings_Pressed()
{
}
public static void On_ButtonExit_Pressed()
{
}
}
}

@ -1,8 +1,8 @@
[gd_scene load_steps=2 format=3 uid="uid://dxnmltew81ny0"]
[ext_resource type="Script" path="res://Scenes/Main.cs" id="1_kso8c"]
[ext_resource type="Script" path="res://Scenes/MainScene.cs" id="1_kso8c"]
[node name="Main" type="Control"]
[node name="MainScene" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
@ -35,9 +35,12 @@ grow_vertical = 2
layout_mode = 2
text = "战斗场景 Demo"
[node name="ButtonSettings" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "游戏设置"
[node name="ButtonExit" type="Button" parent="VBoxContainer"]
layout_mode = 2
text = "退出"
[connection signal="pressed" from="VBoxContainer/ButtonBattleDemo" to="." method="_On_button_battle_demo_pressed"]
[connection signal="button_up" from="VBoxContainer/ButtonExit" to="." method="_on_button_exit_button_up"]
[connection signal="pressed" from="VBoxContainer/ButtonSettings" to="." method="On_ButtonSettings_Pressed"]

@ -0,0 +1,9 @@
namespace CMSGame
{
public partial class _CLASS_ : _BASE_
{
public override void _Ready()
{
}
}
}

@ -1,18 +0,0 @@
public partial class Character : Node
{
private int _hp;
public int Hp
{
get => _hp;
set => _hp = value;
}
public override void _Ready()
{
}
public override void _Process(double delta)
{
}
}

@ -1,4 +0,0 @@
public partial class GameSettings : Node
{
public bool PauseBattleWhenCharacterIsSelected = true;
}

@ -1,6 +0,0 @@
static class TimeHelper {
public static string FormatTime(double time)
{
return TimeSpan.FromSeconds(time).ToString("c");
}
}

@ -11,13 +11,13 @@ config_version=5
[application]
config/name="The Country of Mountains and Seas"
run/main_scene="res://Scenes/Main.tscn"
run/main_scene="res://Scenes/MainScene.tscn"
config/features=PackedStringArray("4.0", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
Settings="*res://Scripts/Settings.cs"
GameSettings="*res://Autoloads/GameSettings.cs"
[dotnet]
@ -25,6 +25,7 @@ project/assembly_name="CMSGame"
[editor]
script/templates_search_path="res://ScriptTemplates"
naming/default_signal_callback_name="On_{NodeName}_{SignalName}"
naming/default_signal_callback_to_self_name="On_{SignalName}"
naming/scene_name_casing=1

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