tool extends CharacterBones class_name HumanoidCharacterBones2D # Copyright Péter Magyar relintai@gmail.com # MIT License, functionality from this class needs to be protable to the entity spell system # Copyright (c) 2019 Péter Magyar # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. enum HumanoidBones { HUMANOID_BONE_HIP = 0, HUMANOID_BONE_TORSO = 1, HUMANOID_BONE_LEG_R = 2, HUMANOID_BONE_FOOT_R = 3, HUMANOID_BONE_TOE_R = 4, HUMANOID_BONE_LEG_L = 5, HUMANOID_BONE_FOOT_L = 6, HUMANOID_BONE_TOE_L = 7, HUMANOID_BONE_ARM_R = 8, #HUMANOID_BONE_SHOULDER_GUARD_R = 0, HUMANOID_BONE_HAND_R = 9, HUMANOID_BONE_FINGERS_R = 10, HUMANOID_BONE_ARM_L = 11, #HUMANOID_BONE_SHOULDER_GUARD_L = 0, HUMANOID_BONE_HAND_L = 12, HUMANOID_BONE_FINGERS_L = 13, HUMANOID_BONE_HEAD = 14, HUMANOID_BONE_HEAD_TOP = 15, HUMANOID_BONES_MAX = 16, } export (String, MULTILINE) var help : String export (Array, NodePath) var bones : Array export(CharacterAtlas) var _atlas : CharacterAtlas func set_facing(facing : int) -> void: if _atlas == null: return for i in range(len(_atlas.slots)): var entry : CharacterAtlasEntry2D = _atlas.slots[i] as CharacterAtlasEntry2D if entry == null: continue var r : Rect2 = entry.get_index(facing) as Rect2 var bone : Sprite = get_node(bones[i]) as Sprite if bone == null: continue bone.region_rect = r func set_atlas(atlas : CharacterAtlas2D) -> void: _atlas = atlas