broken_seals/game/scripts/auras/aura_script.gd

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GDScript3
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extends Aura
class_name AuraGD
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# Copyright (c) 2019-2020 Péter Magyar
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#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.
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#func _sapply(info : AuraApplyInfo) -> void:
## var add : bool = false
# var ad : AuraData = info.target.aura_gets_by(info.caster, info.aura.id)
#
# if ad == null:
## add = true
# ad = AuraData.new()
#
# setup_aura_data(ad, info);
#
# for i in range(stat_attribute_get_count()):
# info.target.stat_mod(id, stat_attribute_get_base_mod(i), stat_attribute_get_bonus_mod(i), stat_attribute_get_percent_mod(i))
#
# if states_add != 0:
# for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX):
# var t : int = 1 << i
#
# if states_add & t != 0:
# info.target.adds_state_ref(i)
#
#
# info.target.aura_adds(ad);
# else:
# ad.remaining_time = time
#
#
#func _sdeapply(data : AuraData) -> void:
# for i in range(stat_attribute_get_count()):
# data.owner.stat_mod(id, stat_attribute_get_base_mod(i), stat_attribute_get_bonus_mod(i), stat_attribute_get_percent_mod(i))
#
# if states_add != 0:
# for i in range(EntityEnums.ENTITY_STATE_TYPE_INDEX_MAX):
# var t : int = 1 << i
#
# if states_add & t != 0:
# data.owner.removes_state_ref(i)
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func _con_aura_added(data : AuraData) -> void:
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if data.owner.get_character_skeleton() == null or data.owner.get_character_skeleton().root_attach_point == null:
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return
var bse : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
if bse != null:
if bse.root_aura_effect != null:
if bse.root_aura_effect_time < 0.00001:
data.owner.get_character_skeleton().root_attach_point.add_effect(bse.root_aura_effect)
else:
data.owner.get_character_skeleton().root_attach_point.add_effect_timed(bse.root_aura_effect, bse.root_aura_effect_time)
if bse.torso_aura_effect != null:
if bse.torso_aura_effect_time < 0.00001:
data.owner.get_character_skeleton().torso_attach_point.add_effect(bse.torso_aura_effect)
else:
data.owner.get_character_skeleton().torso_attach_point.add_effect_timed(bse.torso_aura_effect, bse.torso_aura_effect_time)
func _con_aura_removed(data : AuraData) -> void:
var bse : SpellEffectVisualBasic = visual_spell_effects as SpellEffectVisualBasic
if bse != null:
if bse.root_aura_effect != null and bse.root_aura_effect_time < 0.00001:
data.owner.get_character_skeleton().root_attach_point.remove_effect(bse.root_aura_effect)
if bse.torso_aura_effect != null and bse.torso_aura_effect_time < 0.00001:
data.owner.get_character_skeleton().torso_attach_point.remove_effect(bse.torso_aura_effect)