extends Node2D ## 2026-07-07 视差修正:当前美术图里地面/步道和远景烙在同一张图上。 ## 为了让角色脚下参照物保持 1:1 世界坐标,ArtLayer 先作为 WorldGroundLayer ## 固定不随相机做视差。未来美术拆出天空/夕阳后,把远景节点放入 ## SkyParallaxLayer,即可继续按 0.2 倍世界滚动(80% 跟随相机)。 ## 勿用 Parallax2D(历史上因 CanvasModulate/wipe 兼容性移除过,见 decisions.md)。 const PARALLAX_SCROLL_SCALE := 0.2 const PARALLAX_ANCHOR_X := 1734.5 @onready var past_background: CanvasItem = $ArtLayer/PastBackground @onready var future_background: CanvasItem = $ArtLayer/FutureBackground @onready var _world_ground_layer: Node2D = $ArtLayer @onready var _sky_parallax_layer: Node2D = get_node_or_null("SkyParallaxLayer") as Node2D var _world_ground_base_x := 0.0 var _sky_parallax_base_x := 0.0 func _ready() -> void: _world_ground_base_x = _world_ground_layer.position.x if _sky_parallax_layer != null: _sky_parallax_base_x = _sky_parallax_layer.position.x _set_time_phase(_current_time_phase()) var bus := _event_bus_or_null() if bus != null and bus.has_signal("time_phase_changed") and not bus.is_connected("time_phase_changed", _on_time_phase_changed): bus.connect("time_phase_changed", _on_time_phase_changed) func _process(_delta: float) -> void: _world_ground_layer.position.x = _world_ground_base_x if _sky_parallax_layer == null: return var camera := get_viewport().get_camera_2d() if camera == null: # headless 测试/无相机场景:远景层也保持原位。 _sky_parallax_layer.position.x = _sky_parallax_base_x return # get_screen_center_position 含 limit 夹取,玩家贴墙时远景不会继续滑。 var center_x := camera.get_screen_center_position().x _sky_parallax_layer.position.x = _sky_parallax_base_x + (center_x - PARALLAX_ANCHOR_X) * (1.0 - PARALLAX_SCROLL_SCALE) func _on_time_phase_changed(_previous: StringName, current: StringName, _reason: StringName) -> void: _set_time_phase(current) func _set_time_phase(time_phase: StringName) -> void: var use_future := time_phase == &"future" if past_background != null: past_background.visible = not use_future if future_background != null: future_background.visible = use_future func _current_time_phase() -> StringName: if not is_inside_tree(): return &"past" var manager := get_tree().root.get_node_or_null("TimePhaseManager") if manager != null: return StringName(str(manager.get("current_time_phase"))) return &"past" func _event_bus_or_null() -> Node: if not is_inside_tree(): return null return get_tree().root.get_node_or_null("EventBus")