Save/Load rework

This commit is contained in:
2026-03-01 14:10:51 +01:00
parent d4a533bf17
commit b24addcee6
42 changed files with 1315 additions and 154 deletions
+47 -57
View File
@@ -13,13 +13,7 @@ extends Control
@onready var computer = $LowerHalf/Computer
@onready var middle_screen = $LowerHalf/MiddleScreen/MarginContainer/MiddleScreen
@onready var console_screen = $LowerHalf/Console/Margin/ConsoleScreen
#RoomAssets
@onready var cell_top = $RoomAssets/CellTop
@onready var cell_bot = $RoomAssets/CellBot
@onready var cell_animation = $RoomAssets/CellAnimation
@onready var cell_wall = $RoomAssets/CellWall
@onready var backwall_animation = $RoomAssets/Backwall/BackwallAnimation
@onready var room_assets = $RoomAssets
#DialogueAssets
@onready var patient_dialogue_resource: Resource
@@ -44,35 +38,30 @@ func _ready() -> void:
Globals.clear_patient.connect(self._on_clear_patient)
Globals.color_change.connect(self._on_color_change)
#Hiding and showing appropriate RoomAssets
for room_asset in [cell_top, cell_bot, cell_wall]:
room_asset.hide()
for room_asset in [$RoomAssets/Glass, $RoomAssets/Room, $RoomAssets/Backwall]:
room_asset.show()
#$RoomAssets/Backwall.position = Vector2(0, -2700)
room_assets.reset()
hide() #Hiding ScreeningDesk
message_array.resize(3) #Setting up message array
#Selecting next patient
func new_patient():
var new_id = Patient.next_patient()
Patient.new_patient("its_01") #Line for testing purposes
#Patient.new_patient(new_id) #Line for generating new patient
#Patient.new_patient("its_01") #Line for testing purposes
Patient.new_patient(new_id) #Line for generating new patient
computer.patient_file.text = Patient.file_text
computer.recording.text = ""
patient.texture = Patient.image
#Setting up UI
computer.next_patient_button.show()
console_screen.display(Globals.directives)
func _on_call_next_patient_pressed(): #Brings in next patient and sets up the desk controls
#Selecting next_patient
new_patient()
#Hiding the next_patient button
var scenes_to_hide = [computer.next_patient_button, supervisor]
for scenes in scenes_to_hide:
@@ -86,19 +75,21 @@ func _on_call_next_patient_pressed(): #Brings in next patient and sets up the de
console_screen.display(message)
#Shutters entry animation
cell_animation.play("incoming")
cell_top.show()
cell_bot.show()
await cell_animation.animation_finished
room_assets.cell_animation.play("incoming")
room_assets.cell_top.show()
room_assets.cell_bot.show()
await room_assets.cell_animation.animation_finished
#Showing the Patient and the Backroom
var scenes_to_show = [patient, cell_wall]
var scenes_to_show = [patient, room_assets.cell_wall]
for scene in scenes_to_show:
scene.show()
#Opening Shutters
cell_animation.play("open")
await cell_animation.animation_finished
room_assets.cell_animation.play("open")
await room_assets.cell_animation.animation_finished
room_assets.cell_top.hide()
room_assets.cell_bot.hide()
#Activating Buttons
green_button.set_disabled(false)
@@ -162,37 +153,29 @@ func _on_clear_patient(choice:String):
console_screen.display(message_array[1])
#Closing Shutters
cell_animation.play("close")
await cell_animation.animation_finished
room_assets.cell_top.show()
room_assets.cell_bot.show()
room_assets.cell_animation.play("close")
await room_assets.cell_animation.animation_finished
#Hiding the cell and restoring the backroom and patient's original colors
for scene in [patient, cell_wall]:
scene.hide()
patient.modulate = Patient.original_color
cell_wall.modulate = Patient.original_color
#Hiding patient and cell_wall
for node in [patient, room_assets.cell_wall]:
node.hide()
#Hiding Computer screen and resetting Console screen once the animation is done
cell_animation.play(choice)
await cell_animation.animation_finished
computer.screen.hide()
console_screen.hide()
#Playing release or terminate cell animation
room_assets.cell_animation.play(choice)
await room_assets.cell_animation.animation_finished
#Reenabling mouse filter and resetting buttons
for button in [green_button, red_button]:
button.set_mouse_filter(Control.MOUSE_FILTER_STOP)
button.set_pressed(false)
button.set_toggle_mode(false)
button.set_disabled(true)
#Resetting decision screen
release.text = Globals.colorize("RELEASE", "web_gray")
terminate.text = Globals.colorize("TERMINATE", "web_gray")
#Resetting the scene
reset()
#Descending Floor if diagnoses_quota reached
if accurate_diagnoses == Globals.diagnoses_quota:
descend_floor()
else:
new_patient()
#Setting up UI
computer.next_patient_button.show()
console_screen.display(Globals.directives)
func _on_color_change(color: String): #Modulating backroom and patient colors
@@ -205,7 +188,7 @@ func _on_color_change(color: String): #Modulating backroom and patient colors
"green":
new_color = Color(0.5,1,0.5,1)
patient.modulate = new_color
cell_wall.modulate = new_color
room_assets.cell_wall.modulate = new_color
print("Color changed to: " + str(new_color))
@@ -219,10 +202,10 @@ func descend_floor(): #Descends to next floor
console_screen.display(message)
#Descending animation
backwall_animation.play("going_down_1")
await backwall_animation.animation_finished
backwall_animation.play("going_down_2")
await backwall_animation.animation_finished
room_assets.backwall_animation.play("going_down_1")
await room_assets.backwall_animation.animation_finished
room_assets.backwall_animation.play("going_down_2")
await room_assets.backwall_animation.animation_finished
#Updating middle screen info
Globals.floor_count -= 1
@@ -244,6 +227,13 @@ func descend_floor(): #Descends to next floor
supervisor.dialogue("interfloor_" + str(-Globals.floor_count-1))
await supervisor.dialogue_finished
#Setting up new patient
new_patient()
#Setting up UI
computer.next_patient_button.show()
console_screen.display(Globals.directives)
#Resets to initial state
func reset():
for node in [patient, supervisor, journal_layer, computer, console_screen, release, terminate,
green_button, red_button, room_assets]:
node.reset()