character.gd referenced CharacterData.State as a compile-time constant dict, causing export to fail when character.gd was compiled before character_data.gd (alphabetical order). The preload forces character_data.gd to be compiled first. Changing SubResource type to "Resource" removes the ClassDB lookup for the custom class name during scene export, relying on the explicit script reference instead. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
70 lines
2.1 KiB
GDScript
70 lines
2.1 KiB
GDScript
## Character — base class for all playable figures (bunny, cat, etc.).
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class_name Character extends Node2D
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const _CharacterData = preload("res://scripts/characters/character_data.gd")
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signal character_picked_up(character: Character)
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signal character_placed(character: Character, position: Vector2)
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signal state_changed(new_state: CharacterData.State)
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@export var character_id: String = ""
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@export var display_name: String = ""
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@export var data: CharacterData
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var _is_held: bool = false
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const _STATE_COLORS: Dictionary = {
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CharacterData.State.HEALTHY: Color(0.6, 0.8, 1.0),
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CharacterData.State.SICK: Color(0.7, 0.9, 0.7),
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CharacterData.State.SLEEPING: Color(0.8, 0.7, 0.95),
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CharacterData.State.TIRED: Color(1.0, 0.95, 0.6),
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CharacterData.State.PREGNANT: Color(1.0, 0.85, 0.9),
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CharacterData.State.BABY: Color(0.9, 0.95, 1.0),
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}
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func _ready() -> void:
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var drag: DragDropComponent = get_node_or_null("DragDropComponent") as DragDropComponent
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if drag != null:
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drag.drag_picked_up.connect(_on_drag_picked_up)
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drag.drag_released.connect(_on_drag_released)
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if data != null:
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_update_visual_state()
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func set_state(new_state: CharacterData.State) -> void:
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if data == null:
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return
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data.state = new_state
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_update_visual_state()
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state_changed.emit(new_state)
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func _update_visual_state() -> void:
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if data == null:
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return
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var visual: ColorRect = get_node_or_null("Visual") as ColorRect
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if visual == null:
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return
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var color: Color = _STATE_COLORS.get(data.state, Color(0.6, 0.8, 1.0))
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visual.color = color
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var ear_left: ColorRect = get_node_or_null("Ears/EarLeft") as ColorRect
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var ear_right: ColorRect = get_node_or_null("Ears/EarRight") as ColorRect
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if ear_left != null:
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ear_left.color = color
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if ear_right != null:
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ear_right.color = color
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func _on_drag_picked_up(_pos: Vector2) -> void:
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_is_held = true
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character_picked_up.emit(self)
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func _on_drag_released(pos: Vector2) -> void:
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_is_held = false
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if data == null or data.id.is_empty():
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return
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GameState.set_character_position(character_id, global_position)
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character_placed.emit(self, global_position)
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