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https://github.com/Relintai/broken_seals.git
synced 2024-11-13 20:47:19 +01:00
Now sheathing works without reparenting nodes.
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6626b8ed38
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@ -170,7 +170,7 @@ transform = Transform( -0.0646502, 0.683772, 0.726832, -0.148514, -0.726783, 0.6
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script = ExtResource( 2 )
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[node name="ShieldAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="2"]
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transform = Transform( 0.0460429, 0.0993847, 0.993971, -0.0443354, -0.99381, 0.101413, 0.997951, -0.0487388, -0.0413565, 0.204427, 1.01063, 0.00152545 )
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transform = Transform( 0.0460429, 0.0993848, 0.993971, -0.0443354, -0.99381, 0.101413, 0.997951, -0.0487388, -0.0413565, 0.204427, 1.01063, 0.00152545 )
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bone_name = "left_forearm"
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[node name="LeftHandShield" type="Spatial" parent="armature/Armature/Skeleton/ShieldAttachment"]
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@ -193,7 +193,7 @@ transform = Transform( 1, 0, 0, 0, -1.62921e-07, 1, 0, -1, -1.62921e-07, 0, 0, 0
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script = ExtResource( 2 )
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[node name="NeckAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="5"]
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transform = Transform( 0.99998, -0.00629028, -0.000312272, 0.00629784, 0.997246, 0.0731527, -0.000148758, -0.0731576, 0.99732, 0.00103962, 1.31823, 5.39592e-05 )
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transform = Transform( 0.99998, -0.00629028, -0.000312272, 0.00629784, 0.997246, 0.0731527, -0.000148758, -0.0731576, 0.99732, 0.00103962, 1.31823, 5.39597e-05 )
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bone_name = "neck"
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[node name="TorsoAP" type="Spatial" parent="armature/Armature/Skeleton/NeckAttachment"]
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@ -215,14 +215,14 @@ bone_name = "pelvis"
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transform = Transform( 0.99343, -0.00240871, -0.114417, 0.00240855, 0.999997, -0.000139626, 0.114417, -0.00013687, 0.993433, 0.144429, 0.18077, 0.165634 )
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[node name="RightBackAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="8"]
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transform = Transform( 0.999978, -0.00656778, 0.000273144, 0.00656962, 0.999923, -0.00103998, -0.000266317, 0.0010415, 0.999999, 0.00227172, 1.13064, -0.000141409 )
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transform = Transform( 0.999978, -0.00656778, 0.000273144, 0.00656962, 0.999923, -0.00103998, -0.000266317, 0.00104151, 0.999999, 0.00227172, 1.13064, -0.000141409 )
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bone_name = "spine_2"
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[node name="RightBackAP" type="Spatial" parent="armature/Armature/Skeleton/RightBackAttachment"]
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transform = Transform( 0.999997, -0.00244424, -0.000479204, 0.00243884, 0.999966, -3.47705e-05, 0.000479292, 3.44458e-05, 1, 0.000560207, -0.00363708, -0.120332 )
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[node name="LeftBackAttachment" type="BoneAttachment" parent="armature/Armature/Skeleton" index="9"]
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transform = Transform( 0.999978, -0.00656778, 0.000273144, 0.00656962, 0.999923, -0.00103998, -0.000266317, 0.0010415, 0.999999, 0.00227172, 1.13064, -0.000141409 )
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transform = Transform( 0.999978, -0.00656778, 0.000273144, 0.00656962, 0.999923, -0.00103998, -0.000266317, 0.00104151, 0.999999, 0.00227172, 1.13064, -0.000141409 )
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bone_name = "spine_2"
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[node name="LeftBackAP" type="Spatial" parent="armature/Armature/Skeleton/LeftBackAttachment"]
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@ -27,12 +27,9 @@ class_name CharacterSkeketonAttachPoint
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var effects : Dictionary
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var timed_effects : Dictionary
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var follow : int = -1
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export(Array, NodePath) var positions : Array
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var position_nodes : Array
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func load_positions():
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for p in positions:
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position_nodes.append(get_node(p))
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var follow_node : Spatial = null
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func add(effect : PackedScene) -> void:
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if effects.has(effect):
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@ -71,6 +68,9 @@ func remove(effect : PackedScene) -> void:
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func _process(delta : float) -> void:
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if follow_node != null:
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global_transform = follow_node.global_transform
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for k in timed_effects.keys():
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var data : Array = timed_effects[k]
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@ -82,8 +82,11 @@ func _process(delta : float) -> void:
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timed_effects.erase(k)
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func set_node_position(index : int) -> void:
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if positions.size() != position_nodes.size():
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load_positions()
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follow = index
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get_parent().remove_child(self)
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position_nodes[index].add_child(self)
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if index >= positions.size():
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index = -1
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if follow != -1:
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follow_node = get_node(positions[follow]) as Spatial
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