tool 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 # Copyright (c) 2019-2021 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. 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: 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: 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: 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 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