tool extends "res://addons/mat_maker_gd/nodes/bases/gradient_base.gd" var Gradients = preload("res://addons/mat_maker_gd/nodes/common/gradients.gd") export(Resource) var image : Resource export(float) var repeat : float = 1 export(float) var rotate : float = 0 func _init_properties(): if !image: image = MMNodeUniversalProperty.new() image.default_type = MMNodeUniversalProperty.MMNodeUniversalPropertyDefaultType.DEFAULT_TYPE_IMAGE image.output_slot_type = MMNodeUniversalProperty.SlotTypes.SLOT_TYPE_IMAGE register_output_property(image) func _register_methods(mm_graph_node) -> void: mm_graph_node.add_slot_texture_universal(image) mm_graph_node.add_slot_float("get_repeat", "set_repeat", "repeat") mm_graph_node.add_slot_float("get_rotate", "set_rotate", "rotate") mm_graph_node.add_slot_gradient() func _render(material) -> void: var img : Image = render_image(material) image.set_value(img) func get_value_for(uv : Vector2, pseed : int) -> Color: if interpolation_type == 0: return Gradients.normal_gradient_type_1(uv, repeat, rotate, points) elif interpolation_type == 1: return Gradients.normal_gradient_type_2(uv, repeat, rotate, points) elif interpolation_type == 2: return Gradients.normal_gradient_type_3(uv, repeat, rotate, points) elif interpolation_type == 3: return Gradients.normal_gradient_type_4(uv, repeat, rotate, points) return Color(1, 1, 1, 1) func get_gradient_color(x : float) -> Color: if interpolation_type == 0: return Gradients.gradient_type_1(x, points) elif interpolation_type == 1: return Gradients.gradient_type_2(x, points) elif interpolation_type == 2: return Gradients.gradient_type_3(x, points) elif interpolation_type == 3: return Gradients.gradient_type_4(x, points) return Color(1, 1, 1, 1) func get_repeat() -> float: return repeat func set_repeat(val : float) -> void: repeat = val set_dirty(true) func get_rotate() -> float: return rotate func set_rotate(val : float) -> void: rotate = val set_dirty(true)