feat: add simulation garden demo controls
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@@ -0,0 +1,67 @@
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extends Node
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@export var ui: CanvasLayer
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@export var active_npcs_parent: Node
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@export var debug_overlay_visible := true
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var _refresh_accumulator := 0.0
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func _ready() -> void:
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_apply_debug_overlay_visibility()
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func _process(delta: float) -> void:
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_refresh_accumulator += delta
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if _refresh_accumulator < 0.5:
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return
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_refresh_accumulator = 0.0
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_apply_debug_overlay_visibility()
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func _unhandled_key_input(event: InputEvent) -> void:
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if not event is InputEventKey or not event.pressed or event.echo:
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return
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if event.keycode == KEY_F10:
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toggle_debug_overlay()
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get_viewport().set_input_as_handled()
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elif event.keycode == KEY_F12:
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reset_demo_scene()
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get_viewport().set_input_as_handled()
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func toggle_debug_overlay() -> void:
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debug_overlay_visible = not debug_overlay_visible
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_apply_debug_overlay_visibility()
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print(
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"[DemoController] %s"
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% ("Debug overlay visible" if debug_overlay_visible else "Cinematic overlay hidden")
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)
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func reset_demo_scene() -> void:
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print("[DemoController] Resetting simulation garden demo")
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get_tree().reload_current_scene()
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func _apply_debug_overlay_visibility() -> void:
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if ui != null and ui.has_method("set_debug_overlay_visible"):
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ui.set_debug_overlay_visible(debug_overlay_visible)
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for node in ResourceNode.get_all():
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if node.has_method("set_debug_label_enabled"):
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node.set_debug_label_enabled(debug_overlay_visible)
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for node in StorageNode.get_all():
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if node.has_method("set_debug_label_enabled"):
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node.set_debug_label_enabled(debug_overlay_visible)
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for node in ActivitySite.get_all():
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if node.has_method("set_debug_label_enabled"):
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node.set_debug_label_enabled(debug_overlay_visible)
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if active_npcs_parent == null:
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return
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for child in active_npcs_parent.get_children():
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if child.has_method("set_debug_overlay_visible"):
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child.set_debug_overlay_visible(debug_overlay_visible)
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