mirror of
https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
Reworked entity body setup. Now instead of Entity -> body -> (Sprite, Nameplate etc). It will worki like Body -> (Entity, sprite, Nameplate etc). This fixes y sorting. Nameplates are a bit broken right now, that will be fixed later.
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parent
b549f908bb
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26
game/Node.tscn
Normal file
26
game/Node.tscn
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@ -0,0 +1,26 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://sprites/characters/CharacterSideModel.tscn" type="PackedScene" id=1]
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[node name="Node" type="Node"]
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[node name="Node2D" type="Node2D" parent="."]
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[node name="Camera2D" type="Camera2D" parent="Node2D"]
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[node name="YSort" type="YSort" parent="Node2D"]
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[node name="Node" type="Node" parent="Node2D/YSort"]
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[node name="CharacterSideModel" parent="Node2D/YSort/Node" instance=ExtResource( 1 )]
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position = Vector2( -55.7296, -15.6844 )
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[node name="Node2" type="Node" parent="Node2D/YSort"]
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[node name="CharacterSideModel2" parent="Node2D/YSort/Node2" instance=ExtResource( 1 )]
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position = Vector2( -57.0644, -30.7013 )
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[node name="Node3" type="Node" parent="Node2D/YSort"]
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[node name="CharacterSideModel3" parent="Node2D/YSort/Node3" instance=ExtResource( 1 )]
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position = Vector2( -40.7126, -17.6866 )
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@ -24,9 +24,9 @@
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extends KinematicBody2D
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export(float) var MOUSE_SENSITIVITY : float = 0.05
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export(String) var world_path : String = "../.."
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export(NodePath) var model_path : NodePath = "Rotation_Helper/Model"
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export(NodePath) var character_skeleton_path : NodePath = "Character"
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export(String) var world_path : String = ".."
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#export(NodePath) var model_path : NodePath = "Rotation_Helper/Model"
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#export(NodePath) var character_skeleton_path : NodePath = "Character"
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const BASE_SPEED = 60.0
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@ -91,20 +91,34 @@ func _enter_tree() -> void:
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world = get_node(world_path) as Node2D
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camera = get_node_or_null("Camera") as Camera2D
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character_skeleton = get_node(character_skeleton_path)
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entity = get_node("..")
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entity.set_character_skeleton(character_skeleton)
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#character_skeleton = get_node(character_skeleton_path)
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#entity = get_node("..")
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#entity.set_character_skeleton(character_skeleton)
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# entity.connect("notification_ccast", self, "on_notification_ccast")
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entity.connect("diesd", self, "on_diesd")
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entity.connect("onc_entity_controller_changed", self, "on_c_controlled_changed")
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owner = entity
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entity.connect("centity_data_changed", self, "on_centity_data_changed")
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on_c_controlled_changed()
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transform = entity.get_transform_2d(true)
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entity.set_body(self)
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set_physics_process(true)
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func on_centity_data_changed(entd : EntityData):
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if entd.entity_species_data:
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var sk : CharacterSkeleton2D = entd.entity_species_data.get_model_data(0).body.instance()
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if character_skeleton:
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character_skeleton.queue_free()
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character_skeleton = sk
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entity.set_character_skeleton(character_skeleton)
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if character_skeleton:
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add_child(character_skeleton)
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func _process(delta : float) -> void:
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if entity.ai_state == EntityEnums.AI_STATE_OFF:
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return
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@ -135,6 +149,9 @@ func _physics_process(delta : float) -> void:
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if not _on:
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return
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if !world:
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return
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if world.initial_generation:
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return
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@ -184,6 +201,9 @@ func process_input(delta: float) -> void:
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var input_length : float = input_dir.length_squared()
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if !character_skeleton:
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return
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if input_length > 0.1:
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#handle_graphic_facing(abs(dir.dot(Vector2(0, 1))) > 0.9)
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character_skeleton.update_facing(input_dir)
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@ -398,9 +418,11 @@ func target(position : Vector2):
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if results:
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for result in results:
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if result.collider and result.collider.owner is Entity:
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entity.target_crequest_change((result.collider.owner as Node).get_path())
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return
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if result.collider:
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if result.collider.has_method("get_entity"):
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entity.target_crequest_change((result.collider.get_entity() as Node).get_path())
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return
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entity.target_crequest_change(NodePath())
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else:
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@ -413,8 +435,8 @@ func cmouseover(event):
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if results:
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for result in results:
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if result.collider and result.collider.owner is Entity:
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var mo : Entity = result.collider.owner as Entity
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if result.collider and result.collider.has_method("get_entity") :
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var mo : Entity = result.collider.get_entity() as Entity
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if last_mouse_over != null and last_mouse_over != mo:
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if is_instance_valid(last_mouse_over):
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@ -501,7 +523,7 @@ func on_c_controlled_changed():
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set_process_unhandled_input(false)
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var nameplatescn : PackedScene = ResourceLoader.load("res://ui/2d/world/nameplates/NamePlate.tscn")
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_nameplate = nameplatescn.instance()
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get_parent().add_child(_nameplate)
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add_child(_nameplate)
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func on_diesd(entity):
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if dead:
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@ -525,3 +547,5 @@ remote func cset_position(pposition : Vector2) -> void:
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pposition = pposition
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func get_entity() -> Entity:
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return entity
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@ -1,7 +1,6 @@
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[gd_scene load_steps=4 format=2]
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://player/Body.gd" type="Script" id=1]
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[ext_resource path="res://sprites/characters/Character.tscn" type="PackedScene" id=2]
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[sub_resource type="CircleShape2D" id=1]
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radius = 8.0
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@ -9,7 +8,5 @@ radius = 8.0
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[node name="Body" type="KinematicBody2D"]
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script = ExtResource( 1 )
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[node name="Character" parent="." instance=ExtResource( 2 )]
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource( 1 )
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@ -1,26 +1,12 @@
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[gd_scene load_steps=2 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://player/DisplayPlayer.gd" type="Script" id=1]
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[node name="DisplayPlayer" type="Entity" groups=[
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"players",
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]]
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body_path = NodePath("KinematicBody2D")
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character_skeleton_path = NodePath("KinematicBody2D/Rotation_Helper/Model")
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[sub_resource type="EntityResourceHealth" id=1]
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[sub_resource type="EntityResourceSpeed" id=2]
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[node name="DisplayPlayer" type="Entity" groups=["players"]]
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sseed = 9240987
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cseed = 9240987
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sresources = [ SubResource( 1 ), SubResource( 2 ) ]
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script = ExtResource( 1 )
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[node name="KinematicBody2D" type="KinematicBody2D" parent="."]
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[node name="Rotation_Helper" type="Spatial" parent="KinematicBody2D"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.960532, 0 )
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__meta__ = {
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"_editor_description_": ""
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}
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[node name="Model" type="Spatial" parent="KinematicBody2D/Rotation_Helper"]
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transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, -0.875205, 0 )
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__meta__ = {
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"_editor_description_": ""
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}
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@ -20,12 +20,18 @@ extends Control
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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 (String) var player_path : String = "../../.."
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export (String) var player_path : String = "../.."
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export (Array, NodePath) var child_controls : Array
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func _ready() -> void:
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if player_path != null:
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var player : Entity = get_node(player_path) as Entity
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# var player : Entity = get_node(player_path) as Entity
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var n : Node = get_node(player_path)
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if !n:
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return
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var player : Entity = n.entity
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if (player == null):
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print("Player is null!")
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@ -53,7 +53,7 @@ func _enter_tree():
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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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entity = get_node("..").entity
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entity.connect("centity_resource_added", self, "on_centity_resource_added")
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name_label.text = entity.centity_name
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@ -6,8 +6,6 @@
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[sub_resource type="EntityResourceSpeed" id=2]
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[node name="Player" type="Entity" groups=[
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"players",
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]]
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[node name="Player" type="Entity" groups=["players"]]
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sresources = [ SubResource( 1 ), SubResource( 2 ) ]
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script = ExtResource( 2 )
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@ -24,6 +24,7 @@ extends ESSEntitySpawner
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# SOFTWARE.
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export(PackedScene) var player_display_scene : PackedScene
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export(PackedScene) var player_body_scene : PackedScene
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export(String) var spawn_parent_path : String = "/root/Main"
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export(int) var default_level_override : int = 0
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@ -242,6 +243,21 @@ func _request_entity_spawn(createinfo : EntityCreateInfo):
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if createinfo.entity_player_type == EntityEnums.ENTITY_PLAYER_TYPE_DISPLAY:
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entity_node = player_display_scene.instance()
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if (createinfo.parent_path == ""):
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if _spawn_parent == null:
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_spawn_parent = get_tree().root.get_node(spawn_parent_path)
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if _spawn_parent.current_scene != null:
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var spawn_parent = _spawn_parent.current_scene
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spawn_parent.add_child(entity_node)
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else:
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get_tree().root.get_node(createinfo.parent_path).add_child(entity_node)
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entity_node.setup(createinfo)
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createinfo.created_entity = entity_node
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return
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else:
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if not createinfo.networked:
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if createinfo.entity_controller == EntityEnums.ENITIY_CONTROLLER_PLAYER:
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@ -255,6 +271,11 @@ func _request_entity_spawn(createinfo : EntityCreateInfo):
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print("EntityManager: entity node is null")
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return null
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var body : Node2D = player_body_scene.instance()
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body.add_child(entity_node)
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body.entity = entity_node
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entity_node.set_transform_2d(createinfo.transform2d)
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if (createinfo.parent_path == ""):
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@ -264,9 +285,9 @@ func _request_entity_spawn(createinfo : EntityCreateInfo):
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if _spawn_parent.current_scene != null:
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var spawn_parent = _spawn_parent.current_scene
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spawn_parent.add_child(entity_node)
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spawn_parent.add_child(body)
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else:
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get_tree().root.get_node(createinfo.parent_path).add_child(entity_node)
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get_tree().root.get_node(createinfo.parent_path).add_child(body)
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entity_node.setup(createinfo)
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@ -1,8 +1,10 @@
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[gd_scene load_steps=3 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://player/bs_entity_spawner.gd" type="Script" id=1]
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[ext_resource path="res://player/DisplayPlayer.tscn" type="PackedScene" id=2]
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[ext_resource path="res://player/Body.tscn" type="PackedScene" id=3]
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[node name="ESSEntitySpawner" type="ESSEntitySpawner"]
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script = ExtResource( 1 )
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player_display_scene = ExtResource( 2 )
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player_body_scene = ExtResource( 3 )
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@ -104,7 +104,7 @@ func generate() -> void:
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func save() -> void:
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if _player == null or _player_file_name == "":
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return
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ESS.entity_spawner.save_player(_player, _player_file_name)
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func _generation_finished():
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@ -1,6 +1,6 @@
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[gd_resource type="EntitySpeciesData" load_steps=3 format=2]
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[ext_resource path="res://sprites/entities/Human/Body_2d_old.tscn" type="PackedScene" id=1]
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[ext_resource path="res://sprites/characters/Character.tscn" type="PackedScene" id=1]
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[sub_resource type="SpeciesModelData" id=1]
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bone_structure = 4
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@ -38,14 +38,17 @@ func _ready():
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if player_path != null:
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var player = get_node(player_path)
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if !player:
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return
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for c in windows.get_children():
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if c.has_method("set_player"):
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c.set_player(player)
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c.set_player(player.entity)
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for c in gui_base.get_children():
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if c.has_method("set_player"):
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c.set_player(player)
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c.set_player(player.entity)
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func initialize():
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gui_base = get_node(gui_base_path)
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@ -12,6 +12,7 @@
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[node name="GUILayer" type="CanvasLayer"]
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script = ExtResource( 6 )
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player_path = ".."
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gui_base_path = NodePath("GUI")
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buttons_path = NodePath("GUI/Buttons")
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windows_path = NodePath("GUI/Windows")
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