Files
PNGTuber-Plus/autoload/wobble_sync_manager.gd

337 lines
9.5 KiB
GDScript

extends Node
## WobbleSyncGroupManager - Manages synchronized wobble groups for sprites
## Follows class-based OOP pattern as requested
var syncGroups: Dictionary = {} # groupName: WobbleSyncGroup
var spriteGroupMembership: Dictionary = {} # spriteId: groupName
signal group_created(group_name: String)
signal group_deleted(group_name: String)
signal sprite_joined_group(sprite_id: int, group_name: String)
signal sprite_left_group(sprite_id: int, group_name: String)
func _ready():
# Manager initialization complete
pass
class WobbleSyncGroup:
var name: String
var xFrq: float = 0.0
var xAmp: float = 0.0
var yFrq: float = 0.0
var yAmp: float = 0.0
var rFrq: float = 0.0
var rAmp: float = 0.0
var memberSprites: Array = []
func _init(group_name: String):
name = group_name
## Set wobble parameters for the entire group
func setWobbleParameters(x_frq: float, x_amp: float, y_frq: float, y_amp: float, r_frq: float, r_amp: float, manager_ref):
xFrq = x_frq
xAmp = x_amp
yFrq = y_frq
yAmp = y_amp
rFrq = r_frq
rAmp = r_amp
# Update all member sprites using the manager reference
var sprites = manager_ref.get_tree().get_nodes_in_group("saved")
var updated_count = 0
for sprite in sprites:
if sprite.id in memberSprites:
# Preserve the sprite's group membership
var current_group = sprite.wobbleSyncGroup
sprite.xFrq = xFrq
sprite.xAmp = xAmp
sprite.yFrq = yFrq
sprite.yAmp = yAmp
sprite.rFrq = rFrq
sprite.rAmp = rAmp
# Restore group membership in case it got cleared
sprite.wobbleSyncGroup = current_group
updated_count += 1
## Add sprite to this group
func addSprite(sprite_id): # Remove type constraint to handle float IDs
if sprite_id not in memberSprites:
memberSprites.append(sprite_id)
else:
pass # Sprite already in group
## Remove sprite from this group
func removeSprite(sprite_id): # Remove type constraint
memberSprites.erase(sprite_id)
## Check if group is empty
func isEmpty() -> bool:
return memberSprites.size() == 0
## Get group data for saving
func toSaveData() -> Dictionary:
return {
"name": name,
"xFrq": xFrq,
"xAmp": xAmp,
"yFrq": yFrq,
"yAmp": yAmp,
"rFrq": rFrq,
"rAmp": rAmp,
"memberSprites": memberSprites
}
## Load group data from save
func fromSaveData(data: Dictionary):
name = data.get("name", "")
xFrq = data.get("xFrq", 0.0)
xAmp = data.get("xAmp", 0.0)
yFrq = data.get("yFrq", 0.0)
yAmp = data.get("yAmp", 0.0)
rFrq = data.get("rFrq", 0.0)
rAmp = data.get("rAmp", 0.0)
memberSprites = data.get("memberSprites", [])
## Create a new wobble sync group
func createGroup(group_name: String, sprite_id = -1) -> bool: # Remove type constraint
if group_name.strip_edges() == "" or syncGroups.has(group_name):
return false
var group = WobbleSyncGroup.new(group_name)
syncGroups[group_name] = group
# If a sprite ID is provided, add it and copy its wobble values
if sprite_id != -1:
var sprite = getSpriteById(sprite_id)
if sprite:
# Store the sprite's raw wobble values directly
group.setWobbleParameters(sprite.xFrq, sprite.xAmp, sprite.yFrq, sprite.yAmp, sprite.rFrq, sprite.rAmp, self)
addSpriteToGroup(sprite_id, group_name)
group_created.emit(group_name)
Global.pushUpdate("Created wobble sync group: " + group_name)
return true
## Delete a wobble sync group
func deleteGroup(group_name: String):
if not syncGroups.has(group_name):
return
var group = syncGroups[group_name]
# Remove all sprites from the group
for sprite_id in group.memberSprites.duplicate():
removeSpriteFromGroup(sprite_id, group_name)
syncGroups.erase(group_name)
group_deleted.emit(group_name)
Global.pushUpdate("Deleted wobble sync group: " + group_name)
## Add sprite to a group
func addSpriteToGroup(sprite_id, group_name: String) -> bool: # Remove type constraint
if not syncGroups.has(group_name):
return false
# Remove sprite from any existing group first
removeSpriteFromAllGroups(sprite_id)
var group = syncGroups[group_name]
group.addSprite(sprite_id)
spriteGroupMembership[sprite_id] = group_name
# Sync the sprite's wobble parameters to the group
var sprite = getSpriteById(sprite_id)
if sprite:
sprite.wobbleSyncGroup = group_name
sprite.xFrq = group.xFrq
sprite.xAmp = group.xAmp
sprite.yFrq = group.yFrq
sprite.yAmp = group.yAmp
sprite.rFrq = group.rFrq
sprite.rAmp = group.rAmp
sprite_joined_group.emit(sprite_id, group_name)
Global.pushUpdate("Added sprite to wobble sync group: " + group_name)
return true
## Remove sprite from a specific group
func removeSpriteFromGroup(sprite_id, group_name: String): # Remove type constraint
if not syncGroups.has(group_name):
return
var group = syncGroups[group_name]
group.removeSprite(sprite_id)
spriteGroupMembership.erase(sprite_id)
# Clear the sprite's sync group reference
var sprite = getSpriteById(sprite_id)
if sprite:
sprite.wobbleSyncGroup = ""
else:
pass # Sprite not found
sprite_left_group.emit(sprite_id, group_name)
# Auto-delete empty groups
if group.isEmpty():
deleteGroup(group_name)
else:
Global.pushUpdate("Removed sprite from wobble sync group: " + group_name)
## Remove sprite from all groups
func removeSpriteFromAllGroups(sprite_id): # Remove type constraint
if spriteGroupMembership.has(sprite_id):
var group_name = spriteGroupMembership[sprite_id]
removeSpriteFromGroup(sprite_id, group_name)
else:
pass # Sprite not in any group
## Update wobble parameters for a group
func updateGroupWobble(group_name: String, x_frq: float, x_amp: float, y_frq: float, y_amp: float, r_frq: float, r_amp: float):
if not syncGroups.has(group_name):
return
var group = syncGroups[group_name]
group.setWobbleParameters(x_frq, x_amp, y_frq, y_amp, r_frq, r_amp, self)
## Get sprite's current group name
func getSpriteGroupName(sprite_id: int) -> String:
return spriteGroupMembership.get(sprite_id, "")
## Get all group names
func getGroupNames() -> Array:
return syncGroups.keys()
## Test function to manually load wobble sync groups
func testManualLoad():
var test_data = {
"ears": {
"name": "ears",
"xFrq": 0.0,
"xAmp": 0.0,
"yFrq": 0.019,
"yAmp": 3.0,
"rFrq": 0.399,
"rAmp": 47.0,
"memberSprites": [3291286625.0]
}
}
await loadSaveData(test_data)
## Check if a group exists
func hasGroup(group_name: String) -> bool:
return syncGroups.has(group_name)
## Get sprite by ID
func getSpriteById(sprite_id): # Remove type constraint to handle float IDs
var sprites = get_tree().get_nodes_in_group("saved")
for sprite in sprites:
if sprite.id == sprite_id:
return sprite
return null
## Clean up orphaned sprites (sprites that no longer exist)
func cleanupOrphanedSprites():
var existing_sprite_ids = []
var sprites = get_tree().get_nodes_in_group("saved")
for sprite in sprites:
existing_sprite_ids.append(sprite.id)
# Check each group for orphaned sprite IDs
for group_name in syncGroups.keys():
var group = syncGroups[group_name]
var orphaned_ids = []
for sprite_id in group.memberSprites:
if sprite_id not in existing_sprite_ids:
orphaned_ids.append(sprite_id)
# Remove orphaned IDs
for orphaned_id in orphaned_ids:
group.removeSprite(orphaned_id)
spriteGroupMembership.erase(orphaned_id)
# Delete empty groups
if group.isEmpty():
deleteGroup(group_name)
## Get save data for all groups
func getSaveData() -> Dictionary:
var save_data = {}
for group_name in syncGroups.keys():
var group = syncGroups[group_name]
save_data[group_name] = group.toSaveData()
return save_data
## Load save data for all groups
func loadSaveData(save_data: Dictionary):
# Check if save_data is valid
if save_data == null or typeof(save_data) != TYPE_DICTIONARY:
return
if save_data.size() == 0:
return
# Clear existing groups
syncGroups.clear()
spriteGroupMembership.clear()
# Load groups from save data
var loaded_groups = 0
for group_name in save_data.keys():
var group_data = save_data[group_name]
if typeof(group_data) == TYPE_DICTIONARY:
var group = WobbleSyncGroup.new(group_name)
group.fromSaveData(group_data)
syncGroups[group_name] = group
loaded_groups += 1
# Update sprite group membership
for sprite_id in group.memberSprites:
spriteGroupMembership[sprite_id] = group_name
else:
pass # Invalid group data
# If no groups were loaded, clear any orphaned group references on sprites
if syncGroups.size() == 0:
var sprites = get_tree().get_nodes_in_group("saved")
for sprite in sprites:
if sprite.wobbleSyncGroup != "":
sprite.wobbleSyncGroup = ""
else:
# Apply wobble parameters to sprites with better timing
await get_tree().process_frame # Wait for sprites to be loaded
await get_tree().process_frame # Extra frame to ensure everything is ready
for group_name in syncGroups.keys():
var group = syncGroups[group_name]
for sprite_id in group.memberSprites:
var sprite = getSpriteById(sprite_id)
if sprite:
sprite.wobbleSyncGroup = group_name
sprite.xFrq = group.xFrq
sprite.xAmp = group.xAmp
sprite.yFrq = group.yFrq
sprite.yAmp = group.yAmp
sprite.rFrq = group.rFrq
sprite.rAmp = group.rAmp
# Force a complete opacity update after modifying sprite properties
if sprite.has_method("updateOpacity"):
sprite.updateOpacity()
if sprite.has_method("updateShaderOpacity"):
sprite.updateShaderOpacity()
else:
pass # Sprite not found
## Called when a sprite is deleted to clean up references
func onSpriteDeleted(sprite_id): # Remove type constraint
removeSpriteFromAllGroups(sprite_id)