mirror of
https://github.com/Relintai/broken_seals.git
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Relintai
e826266b7a
-TVVoxelChunk will now just use the library's prop material instead of creating one. Also update HEADS for a threading fix in Voxelman, and the deferred spawning requests.
173 lines
4.8 KiB
GDScript
173 lines
4.8 KiB
GDScript
extends VBoxContainer
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# Copyright (c) 2019-2020 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(float) var max_distance : float = 70 setget set_max_distance
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var max_distance_squared : float = max_distance * max_distance
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export(NodePath) var name_label_path : NodePath = "Name"
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export(NodePath) var health_bar_path : NodePath = "HealthBar"
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export(NodePath) var health_bar_label_path : NodePath = "HealthBar"
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export(Color) var normal_color : Color = Color("#e7e7e7")
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export(Vector2) var normal_scale : Vector2 = Vector2(0.75, 0.75)
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export(Color) var mouseover_color : Color = Color("#ffffff")
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export(Vector2) var mouseover_scale : Vector2 = Vector2(0.85, 0.85)
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export(Color) var targeted_color : Color = Color("#ffffff")
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export(Vector2) var targeted_scale : Vector2 = Vector2(0.85, 0.85)
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var target_scale : Vector2
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var interpolating : bool
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var targeted : bool = false
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var name_label : Label = null
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var health_bar : TextureProgress = null
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var health_bar_label : Label = null
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var entity : Entity = null
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var health : Stat = null
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func _ready():
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name_label = get_node(name_label_path) as Label
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health_bar = get_node(health_bar_path) as TextureProgress
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health_bar_label = get_node(health_bar_label_path) as Label
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entity = get_node("..") as Entity
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health = entity.get_health()
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health.connect("c_changed", self, "c_health_changed")
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name_label.text = entity.centity_name
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entity.connect("cname_changed", self, "cname_changed")
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entity.connect("onc_mouse_entered", self, "onc_entity_mouse_entered")
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entity.connect("onc_mouse_exited", self, "onc_entity_mouse_exited")
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entity.connect("onc_targeted", self, "onc_targeted")
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entity.connect("onc_untargeted", self, "onc_untargeted")
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c_health_changed(health)
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modulate = normal_color
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set_scale(normal_scale)
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target_scale = normal_scale
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interpolating = false
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set_process(true)
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func _process(delta):
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if interpolating:
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var d : Vector2 = ((target_scale - get_scale()).normalized() * delta) + get_scale()
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set_scale(d)
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if (get_scale() - target_scale).length() < 0.01:
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interpolating = false
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var position : Vector3 = entity.get_body().translation
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var camera : Camera = get_tree().get_root().get_camera() as Camera
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if camera == null:
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return
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var cam_pos : Vector3 = camera.global_transform.xform(Vector3())
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var dstv : Vector3 = cam_pos - position
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dstv.y = 0
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var dst : float = dstv.length_squared()
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if dst > max_distance_squared:
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if visible:
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hide()
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return
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var cam_facing : Vector3 = -camera.global_transform.basis.z
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var d : float = cam_facing.dot(dstv)
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if d > 0:
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if visible:
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hide()
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return
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else:
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if not visible:
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show()
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position.y += 1.9
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var screen_position : Vector2 = camera.unproject_position(position)
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var new_pos : Vector2 = Vector2(screen_position.x - (rect_size.x / 2.0) * rect_scale.x, screen_position.y - (rect_size.y) * rect_scale.y)
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set_position(new_pos)
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func set_max_distance(var value : float) -> void:
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max_distance_squared = value * value
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max_distance = value
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func c_health_changed(stat : Stat) -> void:
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if stat.cmax != 0:
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health_bar.max_value = stat.cmax
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else:
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health_bar.max_value = 1
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health_bar.value = stat.ccurrent
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# if stat.cmax != 0:
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# health_bar_label.text = str(int(stat.ccurrent / stat.cmax * 100))
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func cname_changed(ent : Entity) -> void:
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name_label.text = ent.centity_name
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func onc_entity_mouse_entered() -> void:
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if targeted:
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return
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modulate = mouseover_color
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interpolate_scale(mouseover_scale)
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func onc_entity_mouse_exited() -> void:
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if targeted:
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return
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modulate = normal_color
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interpolate_scale(normal_scale)
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func onc_targeted() -> void:
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targeted = true
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modulate = targeted_color
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interpolate_scale(targeted_scale)
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func onc_untargeted() -> void:
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targeted = false
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modulate = normal_color
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interpolate_scale(normal_scale)
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func interpolate_scale(target : Vector2) -> void:
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target_scale = target
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interpolating = true
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