feat: 实现时间流动完整逻辑并同步 HUD 显示

- TimeSystem 支持月/年进位,仅游戏场景推进
- HUD 时间标签订阅 day_passed 实时更新
- 新游戏时重置年月日
This commit is contained in:
2026-08-03 22:20:43 +08:00
parent 2a39bc6473
commit 0320d98a73
4 changed files with 31 additions and 7 deletions
+23 -6
View File
@@ -3,25 +3,36 @@ extends Node
signal day_passed(year, month, day)
const SPEEDS := [1.0, 5.0, 20.0]
var speed_index := 0
const DAYS_PER_MONTH := 30
const MONTHS_PER_YEAR := 12
const DAY_LENGTH := 5.0
var speed_index := 0
const DAY_LENGTH := 0.5
var speed := 1.0
var paused := false
var _elapsed := 0.0
func _process(delta: float) -> void:
if paused:
if paused or not _is_in_game():
return
_elapsed += delta * speed
if _elapsed >= DAY_LENGTH:
_elapsed -= DAY_LENGTH
_advance()
func _is_in_game() -> bool:
var scene := get_tree().current_scene
return scene != null and scene.name == "MainGame"
func _advance() -> void:
# GameState.year, GameState.month, GameState.day 推进
GameState.day = GameState.day + 1;
day_passed.emit()
GameState.day += 1
if GameState.day > DAYS_PER_MONTH:
GameState.day = 1
GameState.month += 1
if GameState.month > MONTHS_PER_YEAR:
GameState.month = 1
GameState.year += 1
day_passed.emit(GameState.year, GameState.month, GameState.day)
func cycle_speed() -> float:
speed_index = (speed_index + 1) % SPEEDS.size()
@@ -38,3 +49,9 @@ func toggle_pause() -> bool:
func get_speed_label() -> String:
return "x%d" % int(speed)
func get_current_date() -> Array:
return [GameState.year, GameState.month, GameState.day]
func get_date_text() -> String:
return "%d%d%d" % [GameState.year, GameState.month, GameState.day]