Adds a modifier system allowing dynamic modification of weapon stats and behavior. This includes: - Creating ModifierLibrary to manage available modifiers. - Adds ModifierManager to handle equipping and unequipping modifiers - Adds a new RangedWeaponComponent to handle firing projectiles and managing modifiers. - Introduces a DebugUI for in-game modifier management. - Introduces an "Unlimited Power" modifier that changes the projectile scene. - Modifies stats components to work with the new modifier system. This system allows for more flexible and customizable weapon functionality.
69 lines
2 KiB
GDScript
69 lines
2 KiB
GDScript
extends Node
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class_name SceneSelectorUtility
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# Cache of scene paths
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var _scene_paths_cache = {}
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# Cache of loaded scenes (only populated if preload_scenes is true)
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var _loaded_scenes_cache = {}
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# Initialize the cache for a specific folder
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func initialize_cache(folder_path: String, preload_scenes: bool = false):
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if _scene_paths_cache.has(folder_path):
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return # Already cached
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var dir = DirAccess.open(folder_path)
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if not dir:
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push_error("Error: Could not open directory: " + folder_path)
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return
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var scene_files = []
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# List all scene files
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dir.list_dir_begin()
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var file_name = dir.get_next()
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while file_name != "":
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if file_name.ends_with(".tscn"):
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scene_files.append(folder_path + "/" + file_name)
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file_name = dir.get_next()
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#Log.pr("Found %d scene files in %s" % [scene_files.size(), folder_path])
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# Store in cache
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_scene_paths_cache[folder_path] = scene_files
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# Optionally preload all scenes
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if preload_scenes and scene_files.size() > 0:
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_loaded_scenes_cache[folder_path] = []
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for scene_path in scene_files:
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#Log.pr("Preloading scene: " + scene_path)
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# Load the scene and store it in the cache
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#var loaded_scene = preload(scene_path)
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_loaded_scenes_cache[folder_path].append(load(scene_path))
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# Get a random scene from a folder (using caches)
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func get_random_scene(folder_path: String):
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# Make sure the cache is initialized
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if not _scene_paths_cache.has(folder_path):
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#Log.pr("Initializing cache for folder: " + folder_path)
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initialize_cache(folder_path, true)
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var scene_paths = _scene_paths_cache[folder_path]
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if scene_paths.size() == 0:
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push_error("No scene files found in directory: " + folder_path)
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return null
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# Get random index
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var random_index = RNG.randi_range(0, scene_paths.size() - 1)
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# Return from loaded scenes cache if available
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if _loaded_scenes_cache.has(folder_path):
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#Log.pr("Returning preloaded scene from cache")
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return _loaded_scenes_cache[folder_path][random_index]
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# Otherwise load the scene
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var scene = load(scene_paths[random_index])
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#Log.pr(scene)
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return scene
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