mirror of
https://github.com/Relintai/broken_seals_2ds.git
synced 2024-12-25 11:17:13 +01:00
78 lines
2.4 KiB
GDScript3
78 lines
2.4 KiB
GDScript3
|
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
|