Files
tianshu-engine/engine/core/Engine.ts
cocos02 4da4d65d5e fix: checkQTE guard against stale scene closures
Since onTimeUpdate callbacks are now additive (Set), goToScene closures
for old scenes persist. Add currentScene?.id !== scene.id check to
prevent QTE from re-triggering for past scenes after scene transitions.
2026-06-07 21:14:40 +08:00

229 lines
6.0 KiB
TypeScript

import type { SceneNode, Choice, EngineEvent } from '../types'
import { SceneManager } from './SceneManager'
import { VideoManager } from './VideoManager'
import { StateManager } from './StateManager'
import { ChoiceSystem } from '../systems/ChoiceSystem'
import { QTESystem } from '../systems/QTESystem'
type EventHandler = (...args: any[]) => void
export class Engine {
sceneManager: SceneManager
videoManager: VideoManager
stateManager: StateManager
choiceSystem: ChoiceSystem
qteSystem: QTESystem
private currentScene: SceneNode | null = null
private events: Map<EngineEvent, Set<EventHandler>> = new Map()
private ended = false
private isInitialScene = true
private qteTriggered = false
private qteResolved = false
constructor() {
this.sceneManager = new SceneManager()
this.videoManager = new VideoManager()
this.stateManager = new StateManager()
this.choiceSystem = new ChoiceSystem()
this.qteSystem = new QTESystem()
}
on(event: EngineEvent, handler: EventHandler) {
if (!this.events.has(event)) this.events.set(event, new Set())
this.events.get(event)!.add(handler)
}
off(event: EngineEvent, handler: EventHandler) {
this.events.get(event)?.delete(handler)
}
private emit(event: EngineEvent, ...args: any[]) {
this.events.get(event)?.forEach((h) => h(...args))
}
start() {
this.ended = false
this.isInitialScene = true
const startScene = this.sceneManager.getStartScene()
this.goToScene(startScene)
}
private goToScene(scene: SceneNode) {
this.currentScene = scene
this.qteTriggered = false
this.qteResolved = false
if (scene.onEnter) {
this.stateManager.apply(scene.onEnter)
}
const preloadUrls = this.sceneManager.getCandidateUrls(
scene,
(conds) => conds ? this.stateManager.evaluate(conds) : true
)
this.videoManager.onEnd(() => {
if (!this.qteResolved) {
this.emit('videoEnd', scene)
this.onVideoEnd(scene)
}
})
this.videoManager.onTimeUpdate((time) => {
this.checkQTE(scene, time)
})
if (this.isInitialScene) {
this.isInitialScene = false
this.videoManager.playInitial(scene.videoUrl, preloadUrls)
} else {
this.videoManager.switchTo(scene.videoUrl, preloadUrls)
}
this.emit('sceneChange', scene)
}
private checkQTE(scene: SceneNode, time: number) {
if (this.currentScene?.id !== scene.id) return
if (!scene.qte || this.qteTriggered) return
if (time >= scene.qte.triggerTime) {
this.qteTriggered = true
const qte = scene.qte
this.emit('qteTrigger', qte)
this.qteSystem.trigger(
qte,
(remaining, total) => {
this.emit('qteTimer', { remaining, total })
},
(success) => {
this.qteResolved = true
if (success) {
if (qte.effects?.success) {
this.stateManager.apply(qte.effects.success)
}
this.emit('qteResult', { success: true })
const targetScene = this.sceneManager.getScene(qte.successScene)
if (targetScene) {
this.goToScene(targetScene)
} else {
this.endGame()
}
} else {
if (qte.effects?.fail) {
this.stateManager.apply(qte.effects.fail)
}
this.emit('qteResult', { success: false })
const targetScene = this.sceneManager.getScene(qte.failScene)
if (targetScene) {
this.goToScene(targetScene)
} else {
this.endGame()
}
}
}
)
}
}
private onVideoEnd(scene: SceneNode) {
const validChoices = this.getValidChoices(scene)
if (validChoices.length > 0) {
this.emit('choiceRequest', validChoices)
this.choiceSystem.start(
validChoices,
(timerState) => {
this.emit('choiceTimer', timerState)
},
(defaultChoice) => {
this.emit('choiceTimeout', defaultChoice)
this.makeChoice(defaultChoice)
}
)
} else if (scene.nextScene) {
const next = this.sceneManager.getScene(scene.nextScene)
if (next) {
this.goToScene(next)
} else {
this.endGame()
}
} else {
this.endGame()
}
}
getValidChoices(scene: SceneNode): Choice[] {
if (!scene.choices) return []
return scene.choices.filter((c) =>
!c.conditions || this.stateManager.evaluate(c.conditions)
)
}
makeChoice(choice: Choice) {
if (!this.currentScene) return
if (choice.effects) {
this.stateManager.apply(choice.effects)
}
this.stateManager.recordChoice({
sceneId: this.currentScene.id,
choiceIndex: this.currentScene.choices?.indexOf(choice) ?? -1,
choiceText: choice.text,
})
const next = this.sceneManager.getScene(choice.targetScene)
if (next) {
this.goToScene(next)
} else {
this.endGame()
}
}
endGame() {
this.ended = true
this.qteSystem.cancel()
this.emit('gameEnd')
}
resumeScene(sceneId: string, savedState: { variables: Record<string, number>; flags: string[]; history: any[] }) {
this.stateManager.variables = { ...savedState.variables }
this.stateManager.flags = new Set(savedState.flags)
this.stateManager.history = [...savedState.history]
const scene = this.sceneManager.getScene(sceneId)
if (!scene) {
this.endGame()
return
}
this.ended = false
this.isInitialScene = false
const preloadUrls = this.sceneManager.getCandidateUrls(
scene,
(conds) => conds ? this.stateManager.evaluate(conds) : true
)
this.videoManager.switchTo(scene.videoUrl, preloadUrls)
this.videoManager.onEnd(() => {
this.emit('videoEnd', scene)
this.onVideoEnd(scene)
})
this.currentScene = scene
this.emit('sceneChange', scene)
}
destroy() {
this.qteSystem.destroy()
this.videoManager.detach()
this.events.clear()
}
}