Files
gamedev-the-steward/world/demo/DemoController.gd
T

68 lines
1.8 KiB
GDScript

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