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https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
Updated the engine and the modules. Also fixed a few smaller errors.
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@ -1 +1 @@
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{"engine": {"3.2": "64a9e86c5c20bd4bd5833f0563457d0126617489", "3.x": "a5c62edc144255b1f5ee504440b8184f63d06843"}, "world_generator": {"master": "260c430f11b0b591eaf4714516419aa327d2842c"}, "entity_spell_system": {"master": "378ebcff23e5ab0a04c0e92119d26391de4be139"}, "ui_extensions": {"master": "f82273f54cb1ab87d458c91af9554acec5c10831"}, "texture_packer": {"master": "dbf3c59a9c52f155f0d98b567d571708e8b3f253"}, "fastnoise": {"master": "d447fd5364e9ab5a6b14184483eab23cd3fe820b"}, "thread_pool": {"master": "b2e8c815392052947e7386f722913a12eea543a4"}}
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{"engine": {"3.2": "64a9e86c5c20bd4bd5833f0563457d0126617489", "3.x": "095dea7b71c4ba858710e8ecbd80ee28cf9877c8"}, "world_generator": {"master": "260c430f11b0b591eaf4714516419aa327d2842c"}, "entity_spell_system": {"master": "cc9dc30b8377552df79ee4d53e1ed6d51cb87408"}, "ui_extensions": {"master": "f82273f54cb1ab87d458c91af9554acec5c10831"}, "texture_packer": {"master": "a0786956813a85b5a82093a081b90c2f8a000e6c"}, "fastnoise": {"master": "d447fd5364e9ab5a6b14184483eab23cd3fe820b"}, "thread_pool": {"master": "b2e8c815392052947e7386f722913a12eea543a4"}}
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@ -5,6 +5,19 @@
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[ext_resource path="res://characters/SheetCharacter.gd" type="Script" id=3]
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[ext_resource path="res://characters/SheetCharacter.gd" type="Script" id=3]
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[node name="SheetCharacter" type="CharacterSkeleton2D"]
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[node name="SheetCharacter" type="CharacterSkeleton2D"]
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entity_type = 1
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attach_point_paths/0_left_hand = NodePath("")
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attach_point_paths/1_right_hand = NodePath("")
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attach_point_paths/2_torso = NodePath("")
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attach_point_paths/3_root = NodePath("")
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attach_point_paths/4_right_hip = NodePath("")
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attach_point_paths/5_left_hip = NodePath("")
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attach_point_paths/6_spine_2 = NodePath("")
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attach_point_paths/7_weapon_left = NodePath("")
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attach_point_paths/8_weapon_right = NodePath("")
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attach_point_paths/9_weapon_left_back = NodePath("")
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attach_point_paths/10_weapon_right_back = NodePath("")
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attach_point_paths/11_weapon_shield_left = NodePath("")
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script = ExtResource( 3 )
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script = ExtResource( 3 )
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sprite_path = NodePath("CharacterSprite")
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sprite_path = NodePath("CharacterSprite")
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@ -85,6 +85,8 @@ var character_skeleton : CharacterSkeleton2D
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var visibility_update_timer : float = 0
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var visibility_update_timer : float = 0
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var _nameplate : Node = null
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func _enter_tree() -> void:
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func _enter_tree() -> void:
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world = get_node(world_path) as Node2D
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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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camera = get_node_or_null("Camera") as Camera2D
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@ -94,10 +96,10 @@ func _enter_tree() -> void:
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entity.set_character_skeleton(character_skeleton)
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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("notification_ccast", self, "on_notification_ccast")
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entity.connect("diesd", self, "on_diesd")
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entity.connect("diesd", self, "on_diesd")
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entity.connect("isc_controlled_changed", self, "on_c_controlled_changed")
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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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owner = entity
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on_c_controlled_changed(entity.c_is_controlled)
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on_c_controlled_changed()
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transform = entity.get_transform_2d(true)
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transform = entity.get_transform_2d(true)
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@ -142,7 +144,7 @@ func _physics_process(delta : float) -> void:
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if dead:
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if dead:
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return
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return
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if entity.c_is_controlled:
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if entity.getc_is_controlled():
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process_input(delta)
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process_input(delta)
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process_movement_player(delta)
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process_movement_player(delta)
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else:
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else:
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@ -472,11 +474,14 @@ func analog_force_change(vector, touchpad):
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# anim_node_state_machine.travel("run-loop")
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# anim_node_state_machine.travel("run-loop")
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func on_c_controlled_changed(val):
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func on_c_controlled_changed():
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#create camera and pivot if true
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#create camera and pivot if true
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_controlled = val
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_controlled = entity.getc_is_controlled()
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if _controlled:
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if _nameplate:
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_nameplate.queue_free()
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if val:
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camera = Camera2D.new()
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camera = Camera2D.new()
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camera.zoom = Vector2(0.8, 0.8)
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camera.zoom = Vector2(0.8, 0.8)
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add_child(camera)
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add_child(camera)
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@ -498,9 +503,18 @@ func on_c_controlled_changed(val):
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set_process_input(false)
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set_process_input(false)
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set_process_unhandled_input(false)
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set_process_unhandled_input(false)
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var nameplatescn : PackedScene = ResourceLoader.load("res://ui/nameplates/NamePlate.tscn")
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var nameplatescn : PackedScene = ResourceLoader.load("res://ui/nameplates/NamePlate.tscn")
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var nameplate = nameplatescn.instance()
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_nameplate = nameplatescn.instance()
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get_parent().add_child(nameplate)
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get_parent().add_child(_nameplate)
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func on_diesd(entity):
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if dead:
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return
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dead = true
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#anim_node_state_machine.travel("dead")
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#set_physics_process(false)
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remote func sset_position(pposition : Vector2) -> void:
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remote func sset_position(pposition : Vector2) -> void:
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