- item_tooltip_view.gd: 新增 avoid_rect 属性,tooltip 与装备窗口重叠时自动推到左侧 - inventory_ui.gd: 悬停装备时传入窗口矩形作为避让区域 - 包含其他累积的功能开发和测试文件
99 lines
3.4 KiB
GDScript
99 lines
3.4 KiB
GDScript
# AppLifecycle (F5) —— 移动端应用生命周期集中处理。
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#
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# 把 SceneTree 转发来的 MainLoop 通知收成信号,并做默认动作:后台时暂停游戏
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# 逻辑 / 降帧 / 停 BGM,恢复时还原;iOS 内存告警时广播让各缓存自清。渲染上下文
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# 丢失(Android Vulkan surface)由 Godot 自己重建,我们持有的 GPU 资源都由
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# RenderingServer 托管,无需干预。
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#
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# 用法:
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# var life := preload("res://app_lifecycle.gd").new()
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# add_child(life) # 越早越好(autoload 亦可)
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# life.bind(m2client, audio) # 可选:自动接常见消费方
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# life.paused.connect(_on_bg); life.resumed.connect(_on_fg)
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extends Node
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signal paused # 进入后台(NOTIFICATION_APPLICATION_PAUSED)
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signal resumed # 回到前台
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signal focus_changed(focused: bool)
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signal memory_warning # iOS 内存压力
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signal back_requested # Android 返回键
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signal close_requested # 窗口关闭请求(桌面)
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## 后台时是否 get_tree().paused = true(默认开;纯观战/录像可关)
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var pause_tree_on_background := true
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## 后台时把 max_fps 压到这个值省电(0 = 不改)
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var background_max_fps := 8
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var _bound_client: Node
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var _bound_audio: Node
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var _saved_max_fps := 0
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var _bg := false
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func _ready() -> void:
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# 通知在暂停树时也要能收到
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process_mode = Node.PROCESS_MODE_ALWAYS
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func bind(m2client: Node = null, audio: Node = null) -> void:
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_bound_client = m2client
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_bound_audio = audio
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func is_backgrounded() -> bool:
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return _bg
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func _notification(what: int) -> void:
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match what:
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NOTIFICATION_APPLICATION_PAUSED:
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_enter_background()
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NOTIFICATION_APPLICATION_RESUMED:
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_exit_background()
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NOTIFICATION_APPLICATION_FOCUS_IN, NOTIFICATION_WM_WINDOW_FOCUS_IN:
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_exit_background()
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focus_changed.emit(true)
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NOTIFICATION_APPLICATION_FOCUS_OUT, NOTIFICATION_WM_WINDOW_FOCUS_OUT:
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_enter_background()
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focus_changed.emit(false)
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NOTIFICATION_OS_MEMORY_WARNING:
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memory_warning.emit()
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NOTIFICATION_WM_GO_BACK_REQUEST:
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back_requested.emit()
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NOTIFICATION_WM_CLOSE_REQUEST:
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close_requested.emit()
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func _enter_background() -> void:
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if _bg:
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return
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_bg = true
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if background_max_fps > 0:
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_saved_max_fps = Engine.max_fps
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Engine.max_fps = background_max_fps
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# §9.2:不停 BGM,改为「保存音量 + 静音」(对标 CSoundManager::SaveVolume 后
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# SetMusicVolume(0))。_bgm_name 不清空,回前台恢复音量即可同一首继续播。
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if _bound_audio and _bound_audio.has_method("save_volume"):
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_bound_audio.save_volume()
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if _bound_audio.has_method("set_music_volume"):
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_bound_audio.set_music_volume(0.0)
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if _bound_audio.has_method("set_sound_volume"):
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_bound_audio.set_sound_volume(0.0)
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elif _bound_audio and _bound_audio.has_method("stop_bgm"):
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_bound_audio.stop_bgm()
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if _bound_client and _bound_client.has_method("suspend"):
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_bound_client.suspend()
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if pause_tree_on_background:
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get_tree().paused = true
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paused.emit()
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func _exit_background() -> void:
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if not _bg:
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return
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_bg = false
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if pause_tree_on_background:
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get_tree().paused = false
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if background_max_fps > 0:
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Engine.max_fps = _saved_max_fps
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# §9.2:还原后台前保存的音量。
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if _bound_audio and _bound_audio.has_method("restore_volume"):
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_bound_audio.restore_volume()
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if _bound_client and _bound_client.has_method("resume"):
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_bound_client.resume()
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resumed.emit()
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