Improve UI scaling and fishing commerce
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parent
2de96dd7bb
commit
6b8c3eb2f7
29 changed files with 1515 additions and 817 deletions
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@ -6,7 +6,6 @@ const PAUSE_DESKTOP_REFERENCE_SIZE: Vector2 = Vector2(1280.0, 720.0)
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const PAUSE_COMPACT_REFERENCE_SIZE: Vector2 = Vector2(640.0, 480.0)
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const COMPACT_HEIGHT_THRESHOLD: float = 560.0
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const VISIBILITY_FADE_DURATION: float = 0.55
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const BACKDROP_TARGET_ALPHA: float = 0.68
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const PlayerType = preload("res://player/player.gd")
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const SaveManagerType = preload("res://save/player_save_manager.gd")
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const SettingsManagerType = preload(
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@ -48,7 +47,6 @@ enum CloseReason {
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@onready var _presentation_scale_root: Control = %PausePresentationScaleRoot
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@onready var _root_page: SettingsBubblePage = %RootPage
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@onready var _settings_panel: SettingsPanelType = %SettingsPanel
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@onready var _dim_background: ColorRect = %DimBackground
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@onready var _transition_flurry: BubbleTransitionFlurry = (
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%TransitionBubbleLayer
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)
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@ -75,8 +73,6 @@ var _action_in_progress: bool = false
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var _root_transition_active: bool = false
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var _root_transition_generation: int = 0
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var _closing_menu: bool = false
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var _backdrop_fade: Tween
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var _backdrop_fade_generation: int = 0
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var _pending_join_endpoint: String = ""
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@ -98,7 +94,6 @@ func _ready() -> void:
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)
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_join_game_page.join_requested.connect(_on_join_game_requested)
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_join_game_page.back_requested.connect(_close_join_game)
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_dim_background.color.a = 0.0
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_confirmation_page.hide_page()
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resized.connect(_update_responsive_pause_stage)
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call_deferred("_update_responsive_pause_stage")
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@ -144,7 +139,6 @@ func open_menu() -> void:
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_action_in_progress = false
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_root_page.hide_page()
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show()
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_fade_backdrop(true)
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_update_responsive_pause_stage()
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_begin_root_entry(false)
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menu_visibility_changed.emit(true)
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@ -159,7 +153,6 @@ func resume() -> void:
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or _confirmation_action != ConfirmationAction.NONE
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):
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return
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_fade_backdrop(false)
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_begin_root_exit(_finish_user_close)
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@ -268,7 +261,6 @@ func _finish_open_settings() -> void:
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_settings_panel.open_panel(
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_settings_manager,
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SettingsPanelType.PresentationMode.GAMEPLAY_MODAL,
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true,
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true
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)
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@ -493,9 +485,6 @@ func _finish_close(reason: CloseReason, restore_controls: bool) -> void:
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_closing_menu = false
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_root_transition_generation += 1
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_root_transition_active = false
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_cancel_backdrop_fade()
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_dim_background.color.a = 0.0
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_dim_background.hide()
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_settings_panel.hide()
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_join_game_page.close_page()
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_root_page.hide_page()
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@ -519,45 +508,6 @@ func _emit_transition_flurry() -> void:
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_transition_flurry.emit_flurry()
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func _fade_backdrop(fade_in: bool) -> void:
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_backdrop_fade_generation += 1
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_cancel_backdrop_fade()
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_dim_background.show()
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var target_alpha: float = BACKDROP_TARGET_ALPHA if fade_in else 0.0
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if is_equal_approx(_dim_background.color.a, target_alpha):
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_finish_backdrop_fade(_backdrop_fade_generation, fade_in)
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return
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var generation: int = _backdrop_fade_generation
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_backdrop_fade = create_tween()
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_backdrop_fade.tween_property(
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_dim_background,
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"color:a",
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target_alpha,
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VISIBILITY_FADE_DURATION
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).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_IN_OUT)
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_backdrop_fade.finished.connect(
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_finish_backdrop_fade.bind(generation, fade_in),
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CONNECT_ONE_SHOT
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)
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func _finish_backdrop_fade(generation: int, faded_in: bool) -> void:
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if generation != _backdrop_fade_generation:
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return
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_backdrop_fade = null
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_dim_background.color.a = (
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BACKDROP_TARGET_ALPHA if faded_in else 0.0
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)
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if not faded_in:
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_dim_background.hide()
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func _cancel_backdrop_fade() -> void:
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if _backdrop_fade != null:
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_backdrop_fade.kill()
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_backdrop_fade = null
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func _update_responsive_pause_stage() -> void:
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if not is_node_ready():
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return
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