2019-12-20 19:32:43 +01:00
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extends CharacterBones
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class_name HumanoidCharacterBones2D
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2019-12-22 18:29:26 +01:00
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019 Péter Magyar
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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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# 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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2019-12-20 19:32:43 +01:00
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enum HumanoidBones {
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HUMANOID_BONE_HIP = 0,
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HUMANOID_BONE_TORSO = 1,
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HUMANOID_BONE_LEG_R = 2,
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HUMANOID_BONE_FOOT_R = 3,
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HUMANOID_BONE_TOE_R = 4,
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HUMANOID_BONE_LEG_L = 5,
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HUMANOID_BONE_FOOT_L = 6,
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HUMANOID_BONE_TOE_L = 7,
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HUMANOID_BONE_ARM_R = 8,
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#HUMANOID_BONE_SHOULDER_GUARD_R = 0,
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HUMANOID_BONE_HAND_R = 9,
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HUMANOID_BONE_FINGERS_R = 10,
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HUMANOID_BONE_ARM_L = 11,
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#HUMANOID_BONE_SHOULDER_GUARD_L = 0,
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HUMANOID_BONE_HAND_L = 12,
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HUMANOID_BONE_FINGERS_L = 13,
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HUMANOID_BONE_HEAD = 14,
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HUMANOID_BONE_HEAD_TOP = 15,
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HUMANOID_BONES_MAX = 16,
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}
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export (String, MULTILINE) var help : String
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export (Array, NodePath) var bones : Array
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var _atlas : CharacterAtlas2D
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func set_facing(facing : int) -> void:
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if _atlas == null:
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return
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for i in range(len(_atlas.slots)):
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var entry : CharacterAtlasEntry2D = _atlas.slots[i] as CharacterAtlasEntry2D
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if entry == null:
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continue
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var r : Rect2 = entry.get_index(facing) as Rect2
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var bone : Sprite = get_node(bones[i]) as Sprite
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if bone == null:
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continue
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bone.region_rect = r
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func set_atlas(atlas : CharacterAtlas2D) -> void:
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_atlas = atlas
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