重构时间系统为回合制并新增主游戏场景

- TimeSystem 由实时天数推进改为按月回合制(advance_month),
  新增 turn_started/season_changed 信号,移除 GameState.day
- 新增 MainGame 场景及 HUD(时间显示、下一回合、返回主菜单)
- 新增 SaveSystem 存档组框架并注册为 Autoload
- 存档面板打开时隐藏新建槽按钮
- 窗口改为无边框,主场景切换为 MainGame
This commit is contained in:
2026-08-11 23:47:34 +08:00
parent 8399ee5664
commit 843f0cd53d
17 changed files with 408 additions and 130 deletions
+3
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@@ -0,0 +1,3 @@
{
"godotTools.editorPath.godot4": "d:\\game\\Godot\\Godot_v4.7.1-stable_win64.exe\\Godot_v4.7.1-stable_win64_console.exe"
}
+3 -2
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@@ -11,7 +11,7 @@ config_version=5
[application]
config/name="仙宗"
run/main_scene="uid://c1exffg84ojqx"
run/main_scene="uid://q1b6t22ej3ej"
config/features=PackedStringArray("4.7", "Forward Plus")
config/icon="res://icon.svg"
@@ -21,12 +21,13 @@ GameState="*res://src/Core/GameState.gd"
TimeSystem="*res://src/Core/TimeSystem.gd"
Settings="*res://src/Core/Settings.gd"
GameConfig="*res://src/Core/GameConfig.gd"
SaveSystem="*res://src/Core/SaveSystem.gd"
[display]
window/size/viewport_width=1280
window/size/viewport_height=720
window/size/borderless=true
window/stretch/mode="canvas_items"
window/stretch/aspect="expand"
@@ -0,0 +1,7 @@
[gd_resource type="LabelSettings" format=3 uid="uid://p6m1pf424716"]
[ext_resource type="FontFile" uid="uid://dv0mnlx0fqjad" path="res://assets/fonts/lxgw-wenkai-v1.522/LXGWWenKaiMono-Light.ttf" id="1_bvywk"]
[resource]
font = ExtResource("1_bvywk")
font_size = 24
+7
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@@ -0,0 +1,7 @@
[gd_resource type="Theme" format=3 uid="uid://bse6imt1ab1rx"]
[ext_resource type="FontFile" uid="uid://b0sai8dfnn2vq" path="res://assets/fonts/lxgw-wenkai-v1.522/LXGWWenKaiMono-Medium.ttf" id="1_im1m5"]
[resource]
default_font = ExtResource("1_im1m5")
default_font_size = 24
-2
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@@ -15,7 +15,6 @@ var save_slot: String = ""
# 游戏内时间(12 月 × 30 天 = 360 天/年),实际推进由 TimeSystem 负责
var year: int = 1 # 年
var month: int = 1 # 月(1-12
var day: int = 1 # 日(1-30
## 请求开始新游戏。
## @param pid: 新存档组 ID(主菜单创建)
@@ -25,7 +24,6 @@ func request_new_game(pid: int) -> void:
save_slot = ""
year = 1
month = 1
day = 1
## 请求加载指定存档。
## @param pid: 存档组 ID
+7
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@@ -0,0 +1,7 @@
extends Node
func _on_top_bar_hud_sign_return_mainmenu() -> void:
# SaveSystem.save_auto(GameState.profile_id)
get_tree().change_scene_to_file("res://src/UI/Panels/MainMenu/MainMenu.tscn")
pass # Replace with function body.
+1
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@@ -0,0 +1 @@
uid://cr4by5k8vgkcq
+12 -2
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@@ -1,7 +1,17 @@
[gd_scene format=3 uid="uid://c1exffg84ojqx"]
[ext_resource type="PackedScene" uid="uid://q1b6t22ej3ej" path="res://src/UI/Panels/MainMenu/MainMenu.tscn" id="1_g6xmk"]
[ext_resource type="Script" uid="uid://cr4by5k8vgkcq" path="res://src/Core/MainGame.gd" id="1_8bu23"]
[ext_resource type="PackedScene" uid="uid://d3njijtx7ws1m" path="res://src/UI/HUD/MainSceneHud.tscn" id="2_8bu23"]
[ext_resource type="PackedScene" uid="uid://xecv3j1wfxmv" path="res://src/UI/HUD/MainGameButtomHud.tscn" id="3_oyqkd"]
[node name="MainGame" type="Node" unique_id=42551660]
script = ExtResource("1_8bu23")
[node name="MainMenu" parent="." unique_id=285750365 instance=ExtResource("1_g6xmk")]
[node name="MainHud" parent="." unique_id=836125968 instance=ExtResource("2_8bu23")]
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="MainGameButtomHud" parent="." unique_id=12078477 instance=ExtResource("3_oyqkd")]
visible = false
[connection signal="sign_return_mainmenu" from="MainHud" to="." method="_on_top_bar_hud_sign_return_mainmenu"]
+57
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@@ -0,0 +1,57 @@
## 存档系统(Autoload 单例)。
## 两级存档:存档组 SaveGroup(一个角色/一次轮回)→ 存档槽 SaveSlot(该组下任意多个进度快照)。
## 每个新游戏创建一个组;每次存档在该组下新建一个槽;组与槽数量无上限。
## 文件:user://saves/profile_{组id}/{auto|slot_{时间戳}}.json
extends Node
## 存档根目录。
const SAVE_ROOT := "user://saves"
## 存档组列表文件。
const PROFILES_PATH := "user://saves/profiles.json"
## 自动槽文件名(固定)。
const AUTO_SLOT := "auto"
## 存档格式版本(兼容迁移预留)。
const VERSION := 1
## 新建存档组(主菜单"新游戏"调用),返回组 id(名"存档N")。
func create_profile() -> int:
var profiles := _load_profiles()
var id := 1
for p in profiles:
id = maxi(id, int(p["id"]) + 1)
profiles.append({
"id": id,
"name": "存档%d" % id,
"created": Time.get_date_string_from_system(),
"last_date": "",
})
_save_profiles(profiles)
return id
## 读取存档组列表。
func _load_profiles() -> Array[Dictionary]:
if not FileAccess.file_exists(PROFILES_PATH):
return []
var f := FileAccess.open(PROFILES_PATH, FileAccess.READ)
if f == null:
return []
var parsed: Variant = JSON.parse_string(f.get_as_text())
if parsed is not Dictionary or not parsed.has("profiles"):
return []
var result: Array[Dictionary] = []
for p in parsed["profiles"]:
result.append(p)
return result
## 写入存档组列表。
## @param profiles: 存档组列表
func _save_profiles(profiles: Array[Dictionary]) -> void:
var da := DirAccess.open("user://")
if da != null:
da.make_dir_recursive("saves")
var f := FileAccess.open(PROFILES_PATH, FileAccess.WRITE)
if f == null:
return
f.store_string(JSON.stringify({"profiles": profiles}, "\t"))
+1
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@@ -0,0 +1 @@
uid://d20eejtj1ayoi
+84 -118
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@@ -3,137 +3,103 @@
## 历法:12 月 × 30 日 = 360 日/年。
extends Node
## 每当推进一日后发出。
## @param year: 当前年份
## @param month: 当前月份(1-12
## @param day: 当前日(1-30
signal day_passed(year: int, month: int, day: int)
## 每当进入新月份时发出(同一天内 day_passed 之后)。
## @param year: 当前年份
## @param month: 当前月份(1-12
signal month_passed(year: int, month: int)
## 每当进入新年份时发出(同一天内 month_passed 之后)。
## @param year: 当前年份
signal year_passed(year: int)
## 时间流速档位变化时发出。
## @param speed_index: 新档位在 SPEEDS 中的索引
signal speed_changed(speed_index: int)
## 暂停状态变化时发出。
## @param paused: 是否已暂停
signal pause_changed(paused: bool)
## 可选的时间流速倍率档位。
const SPEEDS := [1.0, 5.0, 20.0]
## 每月的天数。
const DAYS_PER_MONTH := 30
## 每年的月数。
const MONTHS_PER_YEAR := 12
## 现实世界每 1 天对应的时长(秒)。
const DAY_LENGTH := 0.5
const MONTHS_PER_SEASON := 3
const SEASON_NAMES := ["", "", "", ""]
## 当前流速档位在 SPEEDS 中的索引。
var speed_index := 0
## 当前流速倍率(与 SPEEDS[speed_index] 保持一致)。
var speed := 1.0
## 是否暂停时间推进。
var paused := false
## 已累积的现实时间(秒),未满 1 天。
var _elapsed := 0.0
var _in_turn: bool = false # 防止 advance_month() 重入(处理中再点按钮)
## 每帧累积时间,满一天推进日期(仅游戏世界场景内)。
func _process(delta: float) -> void:
if paused or not _is_in_game():
## 回合开始,系统尚未处理本回合(事件调度器在此检查触发条件、物价更新)。
## @param year: 当前年份
## @param month: 当前月份(1-12
signal turn_started(year: int, month: int)
## 月份推进完毕,所有系统已处理(修炼结算、建筑产出、口粮消耗),
## UI 在此连接更新。
## @param year: 当前年份
## @param month: 当前月份
signal month_passed(year: int, month: int)
## 年份更替(month 滚动到 1 时触发,在 month_passed 之后)。
## @param year: 新年度
signal year_passed(year: int)
## 季节更替(每 3 个月触发一次,在 month_passed 之后)。
## @param year: 当前年份
## @param season: 季节索引(0=春, 1=夏, 2=秋, 3=冬)
signal season_changed(year: int, season: int)
## 执行一回合推进。绑定到"下一回合"按钮。
## 发送 turn_started → 系统处理 → month_passed → year/season 信号。
func advance_month() -> void:
if _in_turn:
return
_elapsed += delta * speed
if _elapsed >= DAY_LENGTH:
_elapsed -= DAY_LENGTH
_advance()
_in_turn = true
# 计算下月日期,暂不写入 GameState
var new_month := GameState.month + 1
var new_year := GameState.year
if new_month > MONTHS_PER_YEAR:
new_month = 1
new_year += 1
## 判断当前场景是否为游戏世界场景(主菜单/存档界面不推进时间)。
## 通过 "game_scene" 分组识别,而非场景名。
func _is_in_game() -> bool:
var scene := get_tree().current_scene
return scene != null and scene.is_in_group("game_scene")
# 保留旧季节,供换季判断(此时 GameState 仍是旧值)
var prev_season := get_current_season()
# 1. 回合开始 —— 传新月,事件调度器&物价拿到的就是新月份
turn_started.emit(new_year, new_month)
## 推进一日并广播对应信号,跨月/跨年时补发 month_passed / year_passed。
func _advance() -> void:
var new_month := false
var new_year := false
GameState.day += 1
if GameState.day > DAYS_PER_MONTH:
GameState.day = 1
GameState.month += 1
new_month = true
if GameState.month > MONTHS_PER_YEAR:
GameState.month = 1
GameState.year += 1
new_year = true
day_passed.emit(GameState.year, GameState.month, GameState.day)
if new_month:
month_passed.emit(GameState.year, GameState.month)
if new_year:
year_passed.emit(GameState.year)
# 2. 推进日期
GameState.year = new_year
GameState.month = new_month
# 3. 系统处理完毕
month_passed.emit(new_year, new_month)
## 循环切换下一档流速,返回新倍率。
func cycle_speed() -> float:
speed_index = (speed_index + 1) % SPEEDS.size()
speed = SPEEDS[speed_index]
speed_changed.emit(speed_index)
return speed
# 4. 跨年
if new_month == 1:
year_passed.emit(new_year)
# 5. 换季
var curr_season := get_current_season()
if curr_season != prev_season:
season_changed.emit(new_year, curr_season)
## 应用用户设置中的默认流速档位(新游戏开局调用)。
func apply_default_speed() -> void:
set_speed_index(Settings.default_speed_index)
_in_turn = false
## 直接设置流速档位(越界自动钳制)。
## @param index: 目标档位索引
func set_speed_index(index: int) -> void:
speed_index = clampi(index, 0, SPEEDS.size() - 1)
speed = SPEEDS[speed_index]
speed_changed.emit(speed_index)
## 切换暂停状态,返回切换后的暂停状态。
func toggle_pause() -> bool:
paused = not paused
pause_changed.emit(paused)
return paused
## 显式设置暂停状态(幂等,状态未变化时不发信号)。
## @param value: 目标暂停状态
func set_paused(value: bool) -> void:
if paused == value:
return
paused = value
pause_changed.emit(paused)
## 当前流速的显示文本,如 "x5"。
func get_speed_label() -> String:
return "x%d" % int(speed)
## 当前日期数组 [年, 月, 日]。
func get_current_date() -> Array:
return [GameState.year, GameState.month, GameState.day]
## 当前日期文本,如 "3年 5月 12日"。
## 日期显示文本,如 "第3年 5月"。
func get_date_text() -> String:
return "%d%d %d" % [GameState.year, GameState.month, GameState.day]
return "%d%d" % [GameState.year, GameState.month]
pass
## 当前年份。
func get_current_year() -> int:
return GameState.year
## 当前月份(1-12)。
func get_current_month() -> int:
return GameState.month
## 自开局以来经过的总月数(用于事件调度器计算延迟)。
func get_total_months() -> int:
return (GameState.year - 1) * 12 + (GameState.month - 1)
## 当前季节索引:0=春, 1=夏, 2=秋, 3=冬。
func get_current_season() -> int:
return (GameState.month - 1) / 3
## 当前季节名称:"春"/"夏"/"秋"/"冬"。
func get_season_name() -> String:
var curr_season := get_current_season()
return SEASON_NAMES[curr_season]
## 设置日期(读档/测试用)。
func set_date(year: int, month: int) -> void:
GameState.year = maxi(1, year)
GameState.month = clampi(month, 1, MONTHS_PER_YEAR)
## 直接设置日期(供读档/测试使用)。
## @param y: 年
## @param m: 月(1-12
## @param d: 日(1-30
func set_date(y: int, m: int, d: int) -> void:
GameState.year = y
GameState.month = m
GameState.day = d
## 重置到第1年1月(新游戏)。
func reset() -> void:
GameState.year = 1
GameState.month = 1
+36
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@@ -0,0 +1,36 @@
[gd_scene format=3 uid="uid://xecv3j1wfxmv"]
[ext_resource type="Theme" uid="uid://bse6imt1ab1rx" path="res://resources/top_bar_hud_theme.tres" id="1_o3gra"]
[node name="MainGameButtomHud" type="Control" unique_id=12078477]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="VBoxContainer" type="VBoxContainer" parent="." unique_id=1423942750]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer" unique_id=1433002269]
layout_mode = 2
size_flags_vertical = 10
[node name="Spacer" type="Control" parent="VBoxContainer/HBoxContainer" unique_id=990599719]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 8.0
[node name="Button" type="Button" parent="VBoxContainer/HBoxContainer" unique_id=1159144698]
layout_mode = 2
size_flags_horizontal = 3
theme = ExtResource("1_o3gra")
text = "继续"
+24
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@@ -0,0 +1,24 @@
extends Control
@onready var time_label: Label = %ValueTime
## 请求返回主菜单。
signal sign_return_mainmenu
func _ready() -> void:
time_label.text = TimeSystem.get_date_text()
TimeSystem.month_passed.connect(_on_TimeMonthPassed)
pass
func _on_ButtonEsc_ButtonUp() -> void:
sign_return_mainmenu.emit()
pass # Replace with function body.
func _on_TimeMonthPassed(_year: int, _month: int) -> void:
time_label.text = "%d%d" % [_year, _month]
pass
func _on_button_continue_button_up() -> void:
TimeSystem.advance_month()
pass # Replace with function body.
+1
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@@ -0,0 +1 @@
uid://cs7ybt78ckyy5
+142
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@@ -0,0 +1,142 @@
[gd_scene format=3 uid="uid://d3njijtx7ws1m"]
[ext_resource type="Theme" uid="uid://bse6imt1ab1rx" path="res://resources/top_bar_hud_theme.tres" id="1_s184i"]
[ext_resource type="Script" uid="uid://cs7ybt78ckyy5" path="res://src/UI/HUD/MainSceneHud.gd" id="1_v7u4p"]
[ext_resource type="LabelSettings" uid="uid://p6m1pf424716" path="res://resources/top_bar_hud_label_settings.tres" id="2_yb6ac"]
[node name="TopBarHud" type="Control" unique_id=836125968]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_v7u4p")
[node name="VBoxContainer" type="VBoxContainer" parent="." unique_id=1135632274]
layout_mode = 1
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
size_flags_horizontal = 3
size_flags_vertical = 3
[node name="HBoxContainer" type="HBoxContainer" parent="VBoxContainer" unique_id=1162212804]
layout_mode = 2
[node name="Button_Management" type="Button" parent="VBoxContainer/HBoxContainer" unique_id=1258779200]
layout_mode = 2
size_flags_horizontal = 3
theme = ExtResource("1_s184i")
text = "管理"
[node name="Button_Save" type="Button" parent="VBoxContainer/HBoxContainer" unique_id=2034793066]
layout_mode = 2
size_flags_horizontal = 3
theme = ExtResource("1_s184i")
text = "保存"
[node name="Button_Esc" type="Button" parent="VBoxContainer/HBoxContainer" unique_id=1501249327]
layout_mode = 2
size_flags_horizontal = 3
theme = ExtResource("1_s184i")
text = "返回"
[node name="HBoxContainer2" type="HBoxContainer" parent="VBoxContainer" unique_id=766940130]
layout_mode = 2
[node name="VBoxContainer" type="VBoxContainer" parent="VBoxContainer/HBoxContainer2" unique_id=1734099818]
layout_mode = 2
size_flags_horizontal = 3
[node name="HBoxContainerTime" type="HBoxContainer" parent="VBoxContainer/HBoxContainer2/VBoxContainer" unique_id=1748032643]
layout_mode = 2
size_flags_horizontal = 3
[node name="LabelTime" type="Label" parent="VBoxContainer/HBoxContainer2/VBoxContainer/HBoxContainerTime" unique_id=2085063650]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 1
text = "时间"
label_settings = ExtResource("2_yb6ac")
[node name="ValueTime" type="Label" parent="VBoxContainer/HBoxContainer2/VBoxContainer/HBoxContainerTime" unique_id=1958030372]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 1
[node name="HBoxContainerCurrency" type="HBoxContainer" parent="VBoxContainer/HBoxContainer2/VBoxContainer" unique_id=1798089185]
layout_mode = 2
size_flags_horizontal = 3
[node name="LabelCurrency" type="Label" parent="VBoxContainer/HBoxContainer2/VBoxContainer/HBoxContainerCurrency" unique_id=395079452]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 1
text = "灵石"
label_settings = ExtResource("2_yb6ac")
[node name="ValueCurrency" type="Label" parent="VBoxContainer/HBoxContainer2/VBoxContainer/HBoxContainerCurrency" unique_id=882302618]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 1
[node name="HBoxContainerReputation" type="HBoxContainer" parent="VBoxContainer/HBoxContainer2/VBoxContainer" unique_id=1201358977]
layout_mode = 2
size_flags_horizontal = 3
[node name="LabelReputation" type="Label" parent="VBoxContainer/HBoxContainer2/VBoxContainer/HBoxContainerReputation" unique_id=2034134087]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 1
text = "声望"
label_settings = ExtResource("2_yb6ac")
[node name="ValueReputation" type="Label" parent="VBoxContainer/HBoxContainer2/VBoxContainer/HBoxContainerReputation" unique_id=980381254]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 1
[node name="HBoxContainerSpiritualEnergy" type="HBoxContainer" parent="VBoxContainer/HBoxContainer2/VBoxContainer" unique_id=190622035]
layout_mode = 2
size_flags_horizontal = 3
[node name="LabelSpiritualEnergy" type="Label" parent="VBoxContainer/HBoxContainer2/VBoxContainer/HBoxContainerSpiritualEnergy" unique_id=835214265]
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 1
text = "灵气"
label_settings = ExtResource("2_yb6ac")
[node name="ValueSpiritualEnergy" type="Label" parent="VBoxContainer/HBoxContainer2/VBoxContainer/HBoxContainerSpiritualEnergy" unique_id=707382401]
unique_name_in_owner = true
layout_mode = 2
size_flags_horizontal = 3
size_flags_vertical = 1
[node name="Spacer" type="Control" parent="VBoxContainer/HBoxContainer2" unique_id=2110678606]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 5.0
[node name="HBoxContainer3" type="HBoxContainer" parent="VBoxContainer" unique_id=1738894292]
layout_mode = 2
size_flags_vertical = 10
[node name="Spacer" type="Control" parent="VBoxContainer/HBoxContainer3" unique_id=643968057]
layout_mode = 2
size_flags_horizontal = 3
size_flags_stretch_ratio = 5.0
[node name="ButtonContinue" type="Button" parent="VBoxContainer/HBoxContainer3" unique_id=472091035]
layout_mode = 2
size_flags_horizontal = 3
text = "继续"
[connection signal="button_up" from="VBoxContainer/HBoxContainer/Button_Esc" to="." method="_on_ButtonEsc_ButtonUp"]
[connection signal="button_up" from="VBoxContainer/HBoxContainer3/ButtonContinue" to="." method="_on_button_continue_button_up"]
+9 -4
View File
@@ -1,15 +1,21 @@
extends Control
func _ready() -> void:
pass
func _on_MainMenu_NewGame_ButtonUp() -> void:
pass # Replace with function body.
func _draw() -> void:
pass
func _on_MainMenu_NewGame_ButtonUp() -> void:
#var pid := SaveSystem.create_profile()
#GameState.request_new_game(pid)
get_tree().change_scene_to_file("res://src/Core/MainGame.tscn")
pass # Replace with function body.
func _on_MainMenu_LoadGame_ButtonUp() -> void:
$Menu.hide()
$SavePannel.show()
$SavePannel.open_load()
pass # Replace with function body.
@@ -21,7 +27,6 @@ func _on_MainMenu_Exit_ButtonUp() -> void:
get_tree().quit()
pass # Replace with function body.
func _on_SavePannel_Esc_pressed() -> void:
$SavePannel.hide()
$Menu.show()
+13 -1
View File
@@ -15,7 +15,7 @@ const SAVE_SLOT_SCENE := preload("res://src/UI/Panels/SaveSlot.tscn")
#@onready var title_label: Label = %TitleLabel
#@onready var group_container: VBoxContainer = %GroupContainer
#@onready var slot_list: VBoxContainer = %SlotList
#@onready var new_slot_button: Button = %Button_NewSlot
@onready var new_slot_button: Button = %Button_NewSlot
## 当前模式。
var mode: Mode = Mode.LOAD
@@ -24,6 +24,18 @@ var mode: Mode = Mode.LOAD
### 打开面板前的暂停状态(存档模式关闭时恢复)。
#var _was_paused := false
func open_load() -> void:
mode = Mode.SAVE
new_slot_button.visible = false
visible = true
pass
func open_save() -> void:
mode = Mode.LOAD
new_slot_button.visible = true
visible = true
pass
func _on_SavePanel_Esc_ButtonUp() -> void:
save_panel_esc_pressed.emit()
pass # Replace with function body.