Created TAS system framework

This commit is contained in:
alex-kumpula 2023-11-11 13:11:27 -07:00
parent 0ad7b5b1b6
commit a0b8942bdf
10 changed files with 454 additions and 8 deletions

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godot/.vs/Hurrmmm/v17/.suo Normal file

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godot/Backup/Hurrmmm.sln Normal file
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Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Hurrmmm", "Hurrmmm.csproj", "{BD45A87E-5242-45B0-9A55-8B809F4BB443}"
EndProject
Global
GlobalSection(SolutionConfigurationPlatforms) = preSolution
Debug|Any CPU = Debug|Any CPU
ExportDebug|Any CPU = ExportDebug|Any CPU
ExportRelease|Any CPU = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(ProjectConfigurationPlatforms) = postSolution
{BD45A87E-5242-45B0-9A55-8B809F4BB443}.Debug|Any CPU.ActiveCfg = Debug|Any CPU
{BD45A87E-5242-45B0-9A55-8B809F4BB443}.Debug|Any CPU.Build.0 = Debug|Any CPU
{BD45A87E-5242-45B0-9A55-8B809F4BB443}.ExportDebug|Any CPU.ActiveCfg = ExportDebug|Any CPU
{BD45A87E-5242-45B0-9A55-8B809F4BB443}.ExportDebug|Any CPU.Build.0 = ExportDebug|Any CPU
{BD45A87E-5242-45B0-9A55-8B809F4BB443}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{BD45A87E-5242-45B0-9A55-8B809F4BB443}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
EndGlobal

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@ -1,5 +1,8 @@
Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio 2012

Microsoft Visual Studio Solution File, Format Version 12.00
# Visual Studio Version 17
VisualStudioVersion = 17.6.33815.320
MinimumVisualStudioVersion = 10.0.40219.1
Project("{FAE04EC0-301F-11D3-BF4B-00C04F79EFBC}") = "Hurrmmm", "Hurrmmm.csproj", "{BD45A87E-5242-45B0-9A55-8B809F4BB443}"
EndProject
Global
@ -16,4 +19,10 @@ Global
{BD45A87E-5242-45B0-9A55-8B809F4BB443}.ExportRelease|Any CPU.ActiveCfg = ExportRelease|Any CPU
{BD45A87E-5242-45B0-9A55-8B809F4BB443}.ExportRelease|Any CPU.Build.0 = ExportRelease|Any CPU
EndGlobalSection
GlobalSection(SolutionProperties) = preSolution
HideSolutionNode = FALSE
EndGlobalSection
GlobalSection(ExtensibilityGlobals) = postSolution
SolutionGuid = {87544EC1-9C6D-4DF7-891E-89088A6D794E}
EndGlobalSection
EndGlobal

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@ -3,4 +3,108 @@ using System;
public partial class TAS_System : Node
{
private double _frameLength = 0.1;
private bool _isCountingFrames = false;
private Timer _frameTimer;
private int _currentFrame = 0;
private int _lastAdvancedFrame = 0;
public double FrameLength
{
get { return this._frameLength; }
private set { this._frameLength = value; }
}
public bool IsCountingFrames
{
get { return this._isCountingFrames; }
private set { this._isCountingFrames = value; }
}
private Timer FrameTimer
{
get { return this._frameTimer; }
set { this._frameTimer = value; }
}
public int CurrentFrame
{
get { return this._currentFrame; }
private set { this._currentFrame = value; }
}
/// <summary>
/// The last frame that can be advanced to. This will
/// only be greater than CurrentFrame after the player
/// regresses frames, and will be equal to CurrentFrame
/// when the player has just done an action.
/// </summary>
/// <value></value>
public int LastAdvancedFrame
{
get { return this._lastAdvancedFrame; }
private set { this._lastAdvancedFrame = value; }
}
[Signal]
public delegate void FrameAdvancedEventHandler(int currentFrame);
[Signal]
public delegate void FramesAdvancedEventHandler(int numFrames);
[Signal]
public delegate void FramesRegressedEventHandler(int numFrames);
public void StartCountingFrames()
{
}
public void StopCountingFrames()
{
}
public void ResetFrameCount()
{
this.CurrentFrame = 0;
this.LastAdvancedFrame = 0;
}
// Returns how many frames it could successfully advance
public int Advance(int numFrames)
{
int newFrame = Math.Min(this.CurrentFrame + numFrames, this.LastAdvancedFrame);
int framesAdvanced = newFrame - this.CurrentFrame;
EmitSignal(SignalName.FramesAdvanced, framesAdvanced);
return framesAdvanced;
}
// Returns how many frames it could successfully regress
public int Regress(int numFrames)
{
int newFrame = Math.Max(this.CurrentFrame - numFrames, 0);
int framesRegressed = newFrame - this.CurrentFrame;
EmitSignal(SignalName.FramesRegressed, framesRegressed);
return framesRegressed;
}
/// <summary>
/// Gets rid of advanced frames.
/// </summary>
public void DiscardAdvancedFrames()
{
this.LastAdvancedFrame = this.CurrentFrame;
}
// public void Test()
// {
// GD.Print("test123");
// // EmitSignal(SignalName.TestSignal, "test456");
// }
}

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@ -0,0 +1,6 @@
[gd_scene load_steps=2 format=3 uid="uid://x6yhkj1f7yg1"]
[ext_resource type="Script" path="res://TAS_system/TAS_System.cs" id="1_4s6ry"]
[node name="System" type="Node"]
script = ExtResource("1_4s6ry")

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godot/UpgradeLog.htm Normal file
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</script></head><body><h1 _locID="ConversionReport">
Migration Report - Hurrmmm</h1><div id="content"><h2 _locID="OverviewTitle">Overview</h2><div id="overview"><table><tr><th></th><th _locID="ProjectTableHeader">Project</th><th _locID="PathTableHeader">Path</th><th _locID="ErrorsTableHeader">Errors</th><th _locID="WarningsTableHeader">Warnings</th><th _locID="MessagesTableHeader">Messages</th></tr><tr><td class="IconWarningEncoded" /><td><strong><a href="#Solution"><span _locID="OverviewSolutionSpan">Solution</span></a></strong></td><td>Hurrmmm.sln</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#SolutionWarning">1</a></td><td class="textCentered"><a href="#" onclick="ScrollToFirstVisibleMessage('Solution'); return false;">2</a></td></tr><tr><td class="IconSuccessEncoded" /><td><strong><a href="#Hurrmmm">Hurrmmm</a></strong></td><td>Hurrmmm.csproj</td><td class="textCentered"><a>0</a></td><td class="textCentered"><a>0</a></td><td class="textCentered"><a href="#">0</a></td></tr></table></div><h2 _locID="SolutionAndProjectsTitle">Solution and projects</h2><div id="messages"><a name="Solution" /><h3 _locID="ProjectDisplayNameHeader">Solution</h3><table><tr id="SolutionHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr name="WarningRowClassSolution"><td class="IconWarningEncoded"><a name="SolutionWarning" /></td><td class="messageCell"><strong>Hurrmmm.sln:
</strong><span>Visual Studio needs to make non-functional changes to this project in order to enable the project to open in released versions of Visual Studio newer than Visual Studio 2010 SP1 without impacting project behavior.</span></td></tr><tr name="MessageRowHeaderShowSolution"><td class="IconInfoEncoded" /><td class="messageCell"><a _locID="ShowAdditionalMessages" href="#" name="SolutionMessage" onclick="ToggleMessageVisibility('Solution'); return false;">
Show 2 additional messages
</a></td></tr><tr name="MessageRowClassSolution" style="display: none"><td class="IconInfoEncoded"><a name="SolutionMessage" /></td><td class="messageCell"><strong>Hurrmmm.sln:
</strong><span>File successfully backed up as C:\Repos\Hurrmmm\hurrmmm\godot\Backup\Hurrmmm.sln</span></td></tr><tr name="MessageRowClassSolution" style="display: none"><td class="IconInfoEncoded"><a name="SolutionMessage" /></td><td class="messageCell"><strong>Hurrmmm.sln:
</strong><span>Solution migrated successfully</span></td></tr><tr style="display: none" name="MessageRowHeaderHideSolution"><td class="IconInfoEncoded" /><td class="messageCell"><a _locID="HideAdditionalMessages" href="#" name="SolutionMessage" onclick="ToggleMessageVisibility('Solution'); return false;">
Hide 2 additional messages
</a></td></tr></table><a name="Hurrmmm" /><h3>Hurrmmm</h3><table><tr id="HurrmmmHeaderRow"><th></th><th class="messageCell" _locID="MessageTableHeader">Message</th></tr><tr><td class="IconInfoEncoded" /><td class="messageCell" _locID="NoMessagesRow">Hurrmmm logged no messages.
</td></tr></table></div></div></body></html>

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@ -11,12 +11,14 @@ config_version=5
[application]
config/name="Hurrmmm"
config/features=PackedStringArray("4.1", "Forward Plus")
run/main_scene="res://tests/TAS_system/TAS_test_001.tscn"
config/features=PackedStringArray("4.1", "C#", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
ControllerEventBus="*res://controller_event_bus.gd"
TAS="*res://TAS_system/TAS_System.tscn"
[dotnet]

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@ -0,0 +1,25 @@
using Godot;
using System;
public partial class TAS_test_001 : Node
{
public override void _Ready()
{
// Called every time the node is added to the scene.
// Initialization here.
GD.Print("Hello from C# to Godot :)");
TAS_System TAS = GetNode<TAS_System>("/root/TAS");
// TAS.TestSignal += (x) => GD.Print(x);
// TAS.Test();
}
private void Test2(string testStr2)
{
}
}

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[ext_resource type="Script" path="res://tests/TAS_system/TAS_test_001.cs" id="1_0ap5j"]
[node name="TAS_test_001" type="Node3D"]
script = ExtResource("1_0ap5j")