Files

281 lines
12 KiB
GDScript

extends Control
const FacadeScript = preload("res://compat/p9_0_root_facade.gd")
const AppPage = FacadeScript.AppPage
const ANIMATION_SPECS = FacadeScript.ANIMATION_SPECS
const BATTLE_PHASE_DURATIONS = FacadeScript.BATTLE_PHASE_DURATIONS
const BATTLE_FEEDBACK_DURATION = FacadeScript.BATTLE_FEEDBACK_DURATION
var facade := FacadeScript.new()
var active_battle_feedback:
get: return facade.active_battle_feedback
set(value): facade.active_battle_feedback = value
var adaptation_choice:
get: return facade.adaptation_choice
set(value): facade.adaptation_choice = value
var adaptation_committed:
get: return facade.adaptation_committed
set(value): facade.adaptation_committed = value
var added_rear:
get: return facade.added_rear
set(value): facade.added_rear = value
var audio_enabled:
get: return facade.audio_enabled
set(value): facade.audio_enabled = value
var audio_player:
get: return facade.audio_player
set(value): facade.audio_player = value
var auto_boot:
get: return facade.auto_boot
set(value): facade.auto_boot = value
var battle_clock:
get: return facade.battle_clock
set(value): facade.battle_clock = value
var battle_feedback_clock:
get: return facade.battle_feedback_clock
set(value): facade.battle_feedback_clock = value
var battle_feedback_history:
get: return facade.battle_feedback_history
set(value): facade.battle_feedback_history = value
var battle_feedback_origin:
get: return facade.battle_feedback_origin
set(value): facade.battle_feedback_origin = value
var battle_phase:
get: return facade.battle_phase
set(value): facade.battle_phase = value
var battle_playing:
get: return facade.battle_playing
set(value): facade.battle_playing = value
var boot_failed_path:
get: return facade.boot_failed_path
set(value): facade.boot_failed_path = value
var boot_index:
get: return facade.boot_index
set(value): facade.boot_index = value
var boot_paths_override:
get: return facade.boot_paths_override
set(value): facade.boot_paths_override = value
var boot_verified:
get: return facade.boot_verified
set(value): facade.boot_verified = value
var coin:
get: return facade.coin
set(value): facade.coin = value
var enemy_hp:
get: return facade.enemy_hp
set(value): facade.enemy_hp = value
var enemy_sprite:
get: return facade.enemy_sprite
set(value): facade.enemy_sprite = value
var fifth_battle_elapsed:
get: return facade.fifth_battle_elapsed
set(value): facade.fifth_battle_elapsed = value
var fifth_reward_committed:
get: return facade.fifth_reward_committed
set(value): facade.fifth_reward_committed = value
var first_reward_committed:
get: return facade.first_reward_committed
set(value): facade.first_reward_committed = value
var formation_commit_count:
get: return facade.formation_commit_count
set(value): facade.formation_commit_count = value
var fourth_battle_elapsed:
get: return facade.fourth_battle_elapsed
set(value): facade.fourth_battle_elapsed = value
var fourth_result_time:
get: return facade.fourth_result_time
set(value): facade.fourth_result_time = value
var front_choice:
get: return facade.front_choice
set(value): facade.front_choice = value
var front_hp:
get: return facade.front_hp
set(value): facade.front_hp = value
var front_sprite:
get: return facade.front_sprite
set(value): facade.front_sprite = value
var guard_events:
get: return facade.guard_events
set(value): facade.guard_events = value
var guild_choice:
get: return facade.guild_choice
set(value): facade.guild_choice = value
var guild_committed:
get: return facade.guild_committed
set(value): facade.guild_committed = value
var locale:
get: return facade.locale
set(value): facade.locale = value
var muted:
get: return facade.muted
set(value): facade.muted = value
var page:
get: return facade.page
set(value): facade.page = value
var phase_impact_committed:
get: return facade.phase_impact_committed
set(value): facade.phase_impact_committed = value
var rear_choice:
get: return facade.rear_choice
set(value): facade.rear_choice = value
var rear_events:
get: return facade.rear_events
set(value): facade.rear_events = value
var rear_hp:
get: return facade.rear_hp
set(value): facade.rear_hp = value
var rear_sprite:
get: return facade.rear_sprite
set(value): facade.rear_sprite = value
var reduced_motion:
get: return facade.reduced_motion
set(value): facade.reduced_motion = value
var restart_confirmation:
get: return facade.restart_confirmation
set(value): facade.restart_confirmation = value
var retained_item:
get: return facade.retained_item
set(value): facade.retained_item = value
var route_choice:
get: return facade.route_choice
set(value): facade.route_choice = value
var route_committed:
get: return facade.route_committed
set(value): facade.route_committed = value
var route_reward_committed:
get: return facade.route_reward_committed
set(value): facade.route_reward_committed = value
var second_battle_elapsed:
get: return facade.second_battle_elapsed
set(value): facade.second_battle_elapsed = value
var second_result_time:
get: return facade.second_result_time
set(value): facade.second_result_time = value
var selected_recruits:
get: return facade.selected_recruits
set(value): facade.selected_recruits = value
var sfx_playback:
get: return facade.sfx_playback
set(value): facade.sfx_playback = value
var text_scale:
get: return facade.text_scale
set(value): facade.text_scale = value
var third_battle_elapsed:
get: return facade.third_battle_elapsed
set(value): facade.third_battle_elapsed = value
var third_result_time:
get: return facade.third_result_time
set(value): facade.third_result_time = value
var trained_member:
get: return facade.trained_member
set(value): facade.trained_member = value
var training_choice:
get: return facade.training_choice
set(value): facade.training_choice = value
var training_committed:
get: return facade.training_committed
set(value): facade.training_committed = value
var victory_events:
get: return facade.victory_events
set(value): facade.victory_events = value
func _ready() -> void:
set_process(false)
facade.name = "RuntimeFacade"
facade.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
add_child(facade)
func _get(property: StringName) -> Variant:
return facade.get(property)
func _set(property: StringName, value: Variant) -> bool:
facade.set(property, value)
return true
func _get_property_list() -> Array[Dictionary]:
var result: Array[Dictionary] = []
for property in facade.get_property_list():
var name: StringName = property["name"]
if name in [&"script", &"name", &"owner", &"process_mode", &"process_priority", &"process_physics_priority"]:
continue
result.append({
"name": name,
"type": property["type"],
"hint": property.get("hint", PROPERTY_HINT_NONE),
"hint_string": property.get("hint_string", ""),
"usage": PROPERTY_USAGE_DEFAULT,
})
return result
func _process(delta: float) -> void: facade._process(delta)
func active_boot_paths() -> Array[String]: return facade.active_boot_paths()
func adaptation_effect(id: String) -> String: return facade.adaptation_effect(id)
func adaptation_name(id: String) -> String: return facade.adaptation_name(id)
func advance_battle_phase() -> void: facade.advance_battle_phase()
func animation_frame_index(character: String, state: String, elapsed: float) -> int: return facade.animation_frame_index(character, state, elapsed)
func animation_texture(character: String, state: String, elapsed: float) -> Texture2D: return facade.animation_texture(character, state, elapsed)
func assign_automatic_formation() -> bool: return facade.assign_automatic_formation()
func back_to_main_menu() -> void: facade.back_to_main_menu()
func begin_first_battle() -> void: facade.begin_first_battle()
func begin_second_battle() -> void: facade.begin_second_battle()
func begin_third_battle() -> void: facade.begin_third_battle()
func cancel_restart() -> void: facade.cancel_restart()
func cancel_route_review() -> void: facade.cancel_route_review()
func cancel_training_review() -> void: facade.cancel_training_review()
func candidate_name(profession: String) -> String: return facade.candidate_name(profession)
func choose_adaptation(id: String) -> void: facade.choose_adaptation(id)
func choose_candidate(profession: String) -> void: facade.choose_candidate(profession)
func choose_guild_option(id: String) -> void: facade.choose_guild_option(id)
func choose_route(id: String) -> void: facade.choose_route(id)
func choose_training(slot: String) -> void: facade.choose_training(slot)
func clear_experience() -> void: facade.clear_experience()
func commit_fifth_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_fifth_phase_impact(phase, refresh_runtime)
func commit_fifth_reward() -> void: facade.commit_fifth_reward()
func commit_first_victory_reward() -> void: facade.commit_first_victory_reward()
func commit_formation() -> void: facade.commit_formation()
func commit_fourth_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_fourth_phase_impact(phase, refresh_runtime)
func commit_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_phase_impact(phase, refresh_runtime)
func commit_route() -> void: facade.commit_route()
func commit_route_reward() -> void: facade.commit_route_reward()
func commit_second_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_second_phase_impact(phase, refresh_runtime)
func commit_third_phase_impact(phase: int, refresh_runtime := true) -> void: facade.commit_third_phase_impact(phase, refresh_runtime)
func commit_training() -> void: facade.commit_training()
func confirm_restart() -> void: facade.confirm_restart()
func depart() -> void: facade.depart()
func emit_battle_feedback(phase: int, target: String, delta: int, qualifier_zh: String, qualifier_en: String, tier: String) -> void: facade.emit_battle_feedback(phase, target, delta, qualifier_zh, qualifier_en, tier)
func enter_game() -> void: facade.enter_game()
func go_home() -> void: facade.go_home()
func later_preview_supports_pair() -> bool: return facade.later_preview_supports_pair()
func member_level(slot: String) -> int: return facade.member_level(slot)
func member_slots() -> Array[String]: return facade.member_slots()
func open_adaptation() -> void: facade.open_adaptation()
func open_game_intro() -> void: facade.open_game_intro()
func open_guild_return() -> void: facade.open_guild_return()
func open_recruit_selection() -> void: facade.open_recruit_selection()
func open_route_board() -> void: facade.open_route_board()
func open_route_review() -> void: facade.open_route_review()
func open_settings() -> void: facade.open_settings()
func open_training() -> void: facade.open_training()
func open_training_review() -> void: facade.open_training_review()
func phase_duration(phase: int) -> float: return facade.phase_duration(phase)
func render() -> void: facade.render()
func request_restart() -> void: facade.request_restart()
func review_automatic_formation() -> void: facade.review_automatic_formation()
func revise_recruit_selection() -> void: facade.revise_recruit_selection()
func route_coverage_state(id: String) -> String: return facade.route_coverage_state(id)
func route_reward(id: String) -> int: return facade.route_reward(id)
func run_boot_verification() -> void: await facade.run_boot_verification()
func second_battle_event_text() -> String: return facade.second_battle_event_text()
func second_result_explanation() -> String: return facade.second_result_explanation()
func start_adventure() -> void: facade.start_adventure()
func start_new_game() -> void: facade.start_new_game()
func toggle_locale() -> void: facade.toggle_locale()
func toggle_motion() -> void: facade.toggle_motion()
func toggle_mute() -> void: facade.toggle_mute()
func toggle_recruit(profession: String) -> void: facade.toggle_recruit(profession)
func toggle_text_scale() -> void: facade.toggle_text_scale()
func tr_text(zh: String, en: String) -> String: return facade.tr_text(zh, en)
func update_battle_feedback_visual() -> void: facade.update_battle_feedback_visual()
func victory_explanation() -> String: return facade.victory_explanation()