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) signal day_passed(year, month, day)
const SPEEDS := [1.0, 5.0, 20.0] 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 speed := 1.0
var paused := false var paused := false
var _elapsed := 0.0 var _elapsed := 0.0
func _process(delta: float) -> void: func _process(delta: float) -> void:
if paused: if paused or not _is_in_game():
return return
_elapsed += delta * speed _elapsed += delta * speed
if _elapsed >= DAY_LENGTH: if _elapsed >= DAY_LENGTH:
_elapsed -= DAY_LENGTH _elapsed -= DAY_LENGTH
_advance() _advance()
func _is_in_game() -> bool:
var scene := get_tree().current_scene
return scene != null and scene.name == "MainGame"
func _advance() -> void: func _advance() -> void:
# GameState.year, GameState.month, GameState.day 推进 GameState.day += 1
GameState.day = GameState.day + 1; if GameState.day > DAYS_PER_MONTH:
day_passed.emit() 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: func cycle_speed() -> float:
speed_index = (speed_index + 1) % SPEEDS.size() speed_index = (speed_index + 1) % SPEEDS.size()
@@ -38,3 +49,9 @@ func toggle_pause() -> bool:
func get_speed_label() -> String: func get_speed_label() -> String:
return "x%d" % int(speed) 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]
+2
View File
@@ -5,6 +5,7 @@
[sub_resource type="LabelSettings" id="LabelSettings_bn2o5"] [sub_resource type="LabelSettings" id="LabelSettings_bn2o5"]
font = ExtResource("1_pa2rn") font = ExtResource("1_pa2rn")
font_size = 32
[node name="TopBarHud" type="Control" unique_id=1115394694] [node name="TopBarHud" type="Control" unique_id=1115394694]
layout_mode = 3 layout_mode = 3
@@ -46,6 +47,7 @@ label_settings = SubResource("LabelSettings_bn2o5")
layout_mode = 2 layout_mode = 2
size_flags_horizontal = 3 size_flags_horizontal = 3
size_flags_vertical = 8 size_flags_vertical = 8
size_flags_stretch_ratio = 2.0
label_settings = SubResource("LabelSettings_bn2o5") label_settings = SubResource("LabelSettings_bn2o5")
[node name="Label_Reputation" type="Label" parent="HBoxContainer" unique_id=985110673] [node name="Label_Reputation" type="Label" parent="HBoxContainer" unique_id=985110673]
+5
View File
@@ -10,7 +10,12 @@ func _ready() -> void:
for i in SPEED_BUTTONS.size(): for i in SPEED_BUTTONS.size():
var btn: Button = $HBoxContainer/SpeedGroup.get_node(SPEED_BUTTONS[i]) var btn: Button = $HBoxContainer/SpeedGroup.get_node(SPEED_BUTTONS[i])
btn.button_up.connect(_on_speed_button_up.bind(i)) btn.button_up.connect(_on_speed_button_up.bind(i))
TimeSystem.day_passed.connect(_on_day_passed)
_update_speed_ui() _update_speed_ui()
$HBoxContainer/Value_Time.text = TimeSystem.get_date_text()
func _on_day_passed(_year: int, _month: int, _day: int) -> void:
$HBoxContainer/Value_Time.text = TimeSystem.get_date_text()
func _on_button_return_button_up() -> void: func _on_button_return_button_up() -> void:
sign_return_mainmenu.emit() sign_return_mainmenu.emit()
+1 -1
View File
@@ -1,8 +1,8 @@
extends Control extends Control
func MainMenu_NewGame_ButtonUp() -> void: func MainMenu_NewGame_ButtonUp() -> void:
GameState.request_new_game()
get_tree().change_scene_to_file("res://src/Core/MainGame.tscn") get_tree().change_scene_to_file("res://src/Core/MainGame.tscn")
pass # Replace with function body.
func MainMenu_LoadGame_ButtonUp() -> void: func MainMenu_LoadGame_ButtonUp() -> void: