mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-11-10 08:42:11 +01:00
88 lines
2.8 KiB
GDScript
88 lines
2.8 KiB
GDScript
extends Label
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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(NodePath) var animation_player_path : NodePath = "AnimationPlayer"
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export(Color) var damage_color : Color = Color.yellow
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export(Color) var heal_color : Color = Color.green
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var world_position : Vector3 = Vector3()
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var animation_player : AnimationPlayer = null
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var camera : Camera = null
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func _ready() -> void:
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animation_player = get_node(animation_player_path) as AnimationPlayer
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animation_player.connect("animation_finished", self, "animation_finished")
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set_process(false)
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func _process(delta):
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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 - world_position
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dstv.y = 0
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# var dst : float = dstv.length_squared()
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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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var screen_position : Vector2 = camera.unproject_position(world_position)
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var new_pos : Vector2 = Vector2(screen_position.x + rect_position.x, screen_position.y + rect_position.y - 60)
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set_position(new_pos)
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func damage(pos : Vector3, value : int, crit : bool) -> void:
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setup(pos, damage_color, value, crit)
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func heal(pos : Vector3, value : int, crit : bool) -> void:
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setup(pos, heal_color, value, crit)
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func setup(pos : Vector3, color : Color, value : int, crit : bool) -> void:
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world_position = pos
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camera = get_tree().get_root().get_camera() as Camera
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text = str(value)
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add_color_override("font_color", color)
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if crit:
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animation_player.play("crit")
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else:
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animation_player.play("normal")
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set_process(true)
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func animation_finished(anim_name : String) -> void:
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queue_free()
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