broken_seals/game/addons/Godoxel/actions/Rainbow.gd

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1.4 KiB
GDScript3
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extends GEAction
class_name GERainbow
func do_action(canvas, data: Array):
.do_action(canvas, data)
var pixels = GEUtils.get_pixels_in_line(data[0], data[1])
for pixel in pixels:
if canvas.get_pixel_v(pixel) == null:
continue
if canvas.is_alpha_locked() and canvas.get_pixel_v(pixel) == Color.transparent:
continue
if pixel in action_data.undo.cells:
var color = GEUtils.random_color()
canvas.set_pixel_v(pixel, color)
var idx = action_data.redo.cells.find(pixel)
action_data.redo.cells.remove(idx)
action_data.redo.colors.remove(idx)
action_data.redo.cells.append(pixel)
action_data.redo.colors.append(color)
continue
action_data.undo.colors.append(canvas.get_pixel_v(pixel))
action_data.undo.cells.append(pixel)
var color = GEUtils.random_color()
canvas.set_pixel_v(pixel, color)
action_data.redo.cells.append(pixel)
action_data.redo.colors.append(color)
func commit_action(canvas):
var cells = action_data.redo.cells
var colors = action_data.redo.colors
return []
func undo_action(canvas):
var cells = action_data.undo.cells
var colors = action_data.undo.colors
for idx in range(cells.size()):
canvas._set_pixel_v(action_data.layer, cells[idx], colors[idx])
func redo_action(canvas):
var cells = action_data.redo.cells
var colors = action_data.redo.colors
for idx in range(cells.size()):
canvas._set_pixel_v(action_data.layer, cells[idx], colors[idx])