broken_seals/game/scripts/dungeons/teleporters/dung_teleporter.gd

124 lines
3.4 KiB
GDScript

extends StaticBody
export(Color) var default_albedo : Color = Color(0.494118, 0.494118, 0.494118)
export(Color) var hover_albedo : Color = Color(0.65098, 0.65098, 0.65098)
export(float) var use_range : float = 5
export(PackedScene) var dungeon : PackedScene
export(PackedScene) var dungeon_back_teleporter : PackedScene
var min_level : int = 1
var max_level : int = 2
var dungeon_seed : int = 0
var spawn_mobs : bool = true
var owner_chunk : TerrainChunk = null
var _dungeon : Spatial = null
var _dungeon_back_teleporter : Spatial = null
var teleport_to : Vector3 = Vector3()
var _world : TerrainWorld = null
var _is_windows : bool = false
var _mouse_hover : bool = false
func _ready():
_is_windows = OS.get_name() == "Windows"
connect("mouse_entered", self, "on_mouse_entered")
connect("mouse_exited", self, "on_mouse_exited")
var mat = $MeshInstance.get_surface_material(0)
mat.albedo_color = default_albedo
func on_mouse_entered():
var mat = $MeshInstance.get_surface_material(0)
mat.albedo_color = hover_albedo
Input.set_default_cursor_shape(Input.CURSOR_POINTING_HAND)
_mouse_hover = true
func on_mouse_exited():
var mat = $MeshInstance.get_surface_material(0)
mat.albedo_color = default_albedo
Input.set_default_cursor_shape(Input.CURSOR_ARROW)
_mouse_hover = false
func _enter_tree():
_world = get_node("..")
if _world:
_world.connect("chunk_removed", self, "on_chunk_removed")
func _exit_tree():
if _world:
_world.disconnect("chunk_removed", self, "on_chunk_removed")
if _dungeon:
_dungeon.queue_free()
if _dungeon_back_teleporter:
_dungeon_back_teleporter.queue_free()
# workaround
func _unhandled_input(event):
# _input_event does not get InputEventMouseButtons (on wine) / it only gets them sometimes (on windows)
# might be an engine bug
if _is_windows && _mouse_hover && event is InputEventMouseButton && !event.pressed:
teleport()
func _input_event(camera: Object, event: InputEvent, click_position: Vector3, click_normal: Vector3, shape_idx: int):
if !_is_windows && event is InputEventMouseButton && !event.pressed:
teleport()
if event is InputEventScreenTouch && !event.pressed:
teleport()
func teleport():
if _world && _world._player:
var p : Entity = _world._player
if (p.get_body().transform.origin - transform.origin).length() > use_range:
return
if !_dungeon:
_dungeon = dungeon.instance() as Spatial
var t : Transform = global_transform
t = t.translated(Vector3(0, -500, 0))
_dungeon.transform = t
_dungeon.min_level = min_level
_dungeon.max_level = max_level
_dungeon.spawn_mobs = spawn_mobs
_dungeon.dungeon_seed = dungeon_seed
get_parent().add_child(_dungeon)
teleport_to = t.xform(Vector3())
#todo add this into the dungeon and just query
teleport_to -= Vector3(-5, -1, 5)
_dungeon_back_teleporter = dungeon_back_teleporter.instance() as Spatial
var tdb : Transform = global_transform
tdb = tdb.translated(Vector3(0, -500, 0))
tdb = tdb.translated(Vector3(1, 0.5, -1))
_dungeon_back_teleporter.transform = tdb
_dungeon_back_teleporter.teleport_to = global_transform.xform(Vector3())
get_parent().add_child(_dungeon_back_teleporter)
#turn off world
_world.active = false
#turn on dungeon
_dungeon.show()
p.get_body().teleport(teleport_to)
# p.get_body().transform.origin = teleport_to
func on_chunk_removed(chunk : TerrainChunk) -> void:
if chunk == owner_chunk:
queue_free()