broken_seals/game/player/CharacterSkeletonAttachPoin...

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extends Spatial
class_name CharacterSkeketonAttachPoint
# Copyright Péter Magyar relintai@gmail.com
# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019-2020 Péter Magyar
# 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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var effects : Dictionary
var timed_effects : Dictionary
var follow : int = -1
export(Array, NodePath) var positions : Array
var follow_node : Spatial = null
func add(effect : PackedScene) -> void:
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if effects.has(effect):
effects[effect][0] = effects[effect][0] + 1
else:
var eff : Node = effect.instance()
add_child(eff)
eff.owner = self
var data : Array = [ 1, eff ]
effects[effect] = data
func add_timed(effect : PackedScene, time : float) -> void:
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if timed_effects.has(effect):
timed_effects[effect][0] = timed_effects[effect][0] + 1
else:
var eff : Node = effect.instance()
add_child(eff)
eff.owner = self
var data : Array = [ 1, eff, time ]
timed_effects[effect] = data
func remove(effect : PackedScene) -> void:
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if effects.has(effect):
var data : Array = effects[effect]
data[0] = data[0] - 1
if data[0] <= 0:
data[1].queue_free()
effects.erase(effect)
func _process(delta : float) -> void:
if follow_node != null:
global_transform = follow_node.global_transform
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for k in timed_effects.keys():
var data : Array = timed_effects[k]
data[2] -= delta
if data[2] <= 0:
data[1].queue_free()
timed_effects.erase(k)
func set_node_position(index : int) -> void:
follow = index
if index >= positions.size():
index = -1
if follow != -1:
follow_node = get_node(positions[follow]) as Spatial