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https://github.com/Relintai/broken_seals_2d.git
synced 2024-11-11 20:35:10 +01:00
Updated ESS to get the 2D skeleton implementation. Also small fixes.
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@ -1 +1 @@
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{"engine": {"3.2": "3f57cb12b435f44d60ab813ba824b8bf7f44d5b3"}, "world_generator": {"master": "c10d7b7b8cb83e233cffd524f4931988208eb14a"}, "entity_spell_system": {"master": "4b9c18f23ce99c11672a1648f1d071c53397d198"}, "ui_extensions": {"master": "6fe4f69fea8d71043b08d959b8085404c9c4fe47"}, "texture_packer": {"master": "2993ed34f34cfa6a5e61b7913380231e9c55eda6"}, "fastnoise": {"master": "d0e3f1c759332cf0d9a5d7e0e71d0b0278310651"}, "thread_pool": {"master": "93320fe864128d706bcc47fc7ed0731e6e9bcf69"}}
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{"engine": {"3.2": "3f57cb12b435f44d60ab813ba824b8bf7f44d5b3"}, "world_generator": {"master": "c10d7b7b8cb83e233cffd524f4931988208eb14a"}, "entity_spell_system": {"master": "28f2cc1f38612934a7bbd81dd30787215d74bbe5"}, "ui_extensions": {"master": "6fe4f69fea8d71043b08d959b8085404c9c4fe47"}, "texture_packer": {"master": "2993ed34f34cfa6a5e61b7913380231e9c55eda6"}, "fastnoise": {"master": "d0e3f1c759332cf0d9a5d7e0e71d0b0278310651"}, "thread_pool": {"master": "93320fe864128d706bcc47fc7ed0731e6e9bcf69"}}
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@ -7,7 +7,6 @@
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[ext_resource path="res://scripts/item_visuals/CharacterAtlasEntry2D.gd" type="Script" id=5]
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[ext_resource path="res://characters/char_t1_outline_split.png" type="Texture" id=6]
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[sub_resource type="CharacterAtlasEntry" id=1]
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script = ExtResource( 5 )
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front_rect = Rect2( 101, 15, 9, 12 )
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@ -47,6 +46,19 @@ texture = ExtResource( 6 )
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slots = [ null, SubResource( 1 ), null, null, null, null, null, null, null, null, null, null, null, null, SubResource( 2 ), null ]
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[node name="Character" 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( 1 )
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front_node_path = NodePath("CharacterFrontModel")
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front_animation_player_path = NodePath("../Character/CharacterFrontModel/AnimationPlayer")
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@ -106,11 +106,11 @@ func _notification_sdamage(what, info):
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func _notification_cdamage(what, info):
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if what == SpellEnums.NOTIFICATION_DAMAGE_DAMAGE_DEALT:
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WorldNumbers.damage(get_body().translation, 1.6, info.damage, info.crit)
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WorldNumbers.damage(get_body().position, 1.6, info.damage, info.crit)
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func _notification_cheal(what, info):
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if what == SpellEnums.NOTIFICATION_DAMAGE_DAMAGE_DEALT:
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WorldNumbers.heal(get_body().translation, 1.6, info.heal, info.crit)
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WorldNumbers.heal(get_body().position, 1.6, info.heal, info.crit)
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func _notification_sxp_gained(value : int) -> void:
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if not ESS.get_resource_db().get_xp_data().can_character_level_up(gets_character_level()):
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@ -121,11 +121,11 @@ func attack(delta):
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owner.get_body().target_movement_direction = Vector2()
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var dir : Vector3 = target.get_body().translation - owner.get_body().translation
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var dir : Vector2 = target.get_body().position - owner.get_body().position
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var l = dir.length()
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if l > 2.5:
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owner.get_body().target_movement_direction = Vector2(dir.x, dir.z)
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owner.get_body().target_movement_direction = Vector2(dir.x, dir.y)
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func sort_spells_by_rank(a, b):
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if a == null or b == null:
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@ -56,8 +56,8 @@ func _cast_starts(info : SpellCastInfo) -> void:
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if range_enabled:
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if info.caster != info.target:
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var c : Vector3 = info.caster.get_body().transform.origin
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var t : Vector3 = info.target.get_body().transform.origin
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var c : Vector2 = info.caster.get_body().position
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var t : Vector2 = info.target.get_body().position
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if (c - t).length() > range_range:
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return
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