mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-28 13:27:10 +01:00
126 lines
3.3 KiB
GDScript
126 lines
3.3 KiB
GDScript
tool
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extends StaticBody
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export(Material) var default_material : Material = null
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export(Material) var hover_material : Material = null
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export(float) var use_range : float = 5
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export(PackedScene) var dungeon : PackedScene
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export(PackedScene) var dungeon_back_teleporter : PackedScene
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var min_level : int = 1
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var max_level : int = 2
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var dungeon_seed : int = 0
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var spawn_mobs : bool = true
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var owner_chunk : TerrainChunk = null
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var _dungeon : Spatial = null
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var _dungeon_back_teleporter : Spatial = null
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var teleport_to : Vector3 = Vector3()
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var _world : TerrainWorld = null
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var _is_windows : bool = false
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var _mouse_hover : bool = false
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func _ready():
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_is_windows = OS.get_name() == "Windows"
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connect("mouse_entered", self, "on_mouse_entered")
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connect("mouse_exited", self, "on_mouse_exited")
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if default_material:
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$MeshDataInstance.material = default_material
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func on_mouse_entered():
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if hover_material:
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$MeshDataInstance.material = hover_material
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Input.set_default_cursor_shape(Input.CURSOR_POINTING_HAND)
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_mouse_hover = true
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func on_mouse_exited():
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if default_material:
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$MeshDataInstance.material = default_material
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Input.set_default_cursor_shape(Input.CURSOR_ARROW)
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_mouse_hover = false
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func _enter_tree():
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_world = get_node("..")
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if _world:
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_world.connect("chunk_removed", self, "on_chunk_removed")
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func _exit_tree():
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if _world:
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_world.disconnect("chunk_removed", self, "on_chunk_removed")
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if _dungeon:
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_dungeon.queue_free()
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if _dungeon_back_teleporter:
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_dungeon_back_teleporter.queue_free()
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# workaround
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func _unhandled_input(event):
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# _input_event does not get InputEventMouseButtons (on wine) / it only gets them sometimes (on windows)
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# might be an engine bug
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if _is_windows && _mouse_hover && event is InputEventMouseButton && !event.pressed:
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teleport()
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func _input_event(camera: Object, event: InputEvent, click_position: Vector3, click_normal: Vector3, shape_idx: int):
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if !_is_windows && event is InputEventMouseButton && !event.pressed:
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teleport()
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if event is InputEventScreenTouch && !event.pressed:
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teleport()
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func teleport():
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if _world && _world._player:
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var p : Entity = _world._player
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if (p.get_body().transform.origin - transform.origin).length() > use_range:
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return
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if !_dungeon:
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_dungeon = dungeon.instance() as Spatial
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var t : Transform = global_transform
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t = t.translated(Vector3(0, -500, 0))
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_dungeon.transform = t
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_dungeon.min_level = min_level
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_dungeon.max_level = max_level
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_dungeon.spawn_mobs = spawn_mobs
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_dungeon.dungeon_seed = dungeon_seed
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get_parent().add_child(_dungeon)
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teleport_to = t.xform(Vector3())
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#todo add this into the dungeon and just query
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teleport_to -= Vector3(-5, -1, 5)
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_dungeon_back_teleporter = dungeon_back_teleporter.instance() as Spatial
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var tdb : Transform = global_transform
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tdb = tdb.translated(Vector3(0, -500, 0))
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tdb = tdb.translated(Vector3(1, 0, -1))
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_dungeon_back_teleporter.transform = tdb
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_dungeon_back_teleporter.teleport_to = global_transform.xform(Vector3())
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get_parent().add_child(_dungeon_back_teleporter)
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#turn off world
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_world.active = false
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#turn on dungeon
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_dungeon.show()
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p.get_body().teleport(teleport_to)
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# p.get_body().transform.origin = teleport_to
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func on_chunk_removed(chunk : TerrainChunk) -> void:
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if chunk == owner_chunk:
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queue_free()
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