extends Node export (int) var _sprite_size export (int) var _sprite_num var _directions : int = 4 export(bool) var outline_image : bool = true export(Color) var outline_color : Color = Color(0, 0, 0, 1) export (bool) var _show_atlas = false export (bool) var save_texture = false export (bool) var generate : bool = false setget set_generate, get_generate export (String) var output_file_name : String = "res://testsave.png" export (Array, String) var animations : Array export (Array, NodePath) var z_index_paths : Array export (NodePath) var wp2_sprite3d_path export (NodePath) var instant_preview_path export (NodePath) var sprite_preview_path export (NodePath) var viewport_path export (NodePath) var viewport2_path export (NodePath) var atlas_preview_path export (NodePath) var model_front_path export (NodePath) var model_front_animation_player_path export (NodePath) var model_front_animation_tree_player_path export (NodePath) var model_side_path export (NodePath) var model_side_animation_player_path export (NodePath) var model_side_animation_tree_player_path export(int) var cast_animation_index : int = 0 export(PackedScene) var cast_animation_scene : PackedScene = null export (Array, NodePath) var cast_animation_paths : Array var cast_animations : Array var _wp2_sprite3d var _viewport var _viewport_texture var _viewport2 var _viewport2_texture var _atlas var _image_texture var _atlas_texture var _instant_preview var _sprite_preview var _atlas_preview var _time = 0 var _frame = 0 var _index = 0 var _frame_atlas = 0 var _index_atlas = 0 var _direction = 0 var _current_animation_index = 0 var _current_animation_player = null var _running = false var _model_front var _model_front_animation_player var _model_front_animation_tree_player var _model_side var _model_side_animation_player var _model_side_animation_tree_player var _texture var _texture2 var _first = true var _first_frame = true func _ready(): _viewport = get_node(viewport_path) _viewport2 = get_node(viewport2_path) _wp2_sprite3d = get_node(wp2_sprite3d_path) _instant_preview = get_node(instant_preview_path) _sprite_preview = get_node(sprite_preview_path) _atlas_preview = get_node(atlas_preview_path) var img = ImageTexture.new() img.flags = 0 img.create(_sprite_size, _sprite_size, 5, 0) _sprite_preview.texture = img var img2 = ImageTexture.new() img2.flags = 0 img2.create(64, 64, 5, 0) _wp2_sprite3d.texture = img2 _model_front = get_node(model_front_path) _model_front_animation_player = get_node(model_front_animation_player_path) _model_front_animation_tree_player = get_node(model_front_animation_tree_player_path) if _model_side_animation_tree_player: _model_front_animation_tree_player.active = false _model_side = get_node(model_side_path) _model_side_animation_player = get_node(model_side_animation_player_path) _model_side_animation_tree_player = get_node(model_side_animation_tree_player_path) if _model_side_animation_tree_player: _model_side_animation_tree_player.active = false _model_front.hide() _model_side.show() _viewport_texture = _viewport.get_texture() _texture = Image.new() var frame = _viewport.get_texture().get_data() _texture.create(64, 64, false, frame.get_format()) _texture2 = Image.new() var frame2 = _viewport2.get_texture().get_data() _texture2.create(_sprite_size * _sprite_num, _sprite_size * _directions * animations.size(), false, frame2.get_format()) _running = true set_process(true) func _process(delta): if not _running: return #todo remove, only to make development easier if !_viewport || !_viewport2: _ready() if _first: _first = false setup_direction() setup_animation() return var frame = _viewport.get_texture().get_data() _wp2_sprite3d.get_texture().set_data(frame) if _first_frame: _first_frame = false #we need to let the second step render the first image from the prev step return var frame2 = _viewport2.get_texture().get_data() if outline_image: generate_outline(frame2) var ur = frame2.get_used_rect() var xx : float = 0 xx = (_sprite_size - ur.size.x) / 2 _texture2.blend_rect(frame2, ur, Vector2((_frame_atlas * _sprite_size) + xx, (_index_atlas * _sprite_size))) _current_animation_player.seek(_frame_atlas * (_current_animation_player.current_animation_length / (_sprite_num)), true) if (_index >= _directions * animations.size()): _running = false create_atlas() return _frame_atlas = _frame _index_atlas = _index _sprite_preview.get_texture().set_data(frame2) if _frame >= _sprite_num: _frame = 0 _index += 1 _direction += 1 if _direction >= _directions: _direction = 0 _current_animation_index += 1 setup_direction() if (_index >= _directions * animations.size()): # _running = false # create_atlas() return setup_animation() return _frame += 1 func setup_animation(): _current_animation_player.play(animations[_current_animation_index]) _current_animation_player.seek(0, true) if !cast_animation_scene: return if _current_animation_index == cast_animation_index: for cap in cast_animation_paths: var n = get_node(cap) if !n: continue var pa = cast_animation_scene.instance() cast_animations.push_back(pa) n.add_child(pa) else: for n in cast_animations: n.queue_free() cast_animations.clear() #enum CharacterFacing # FACING_FRONT = 0, # FACING_BACK = 1, # FACING_RIGHT = 2, # FACING_LEFT = 3, func setup_direction(): for a in cast_animations: if a.has_method("get_z_index"): a.z_index = 0 if _direction == 0: _current_animation_player = _model_side_animation_player _model_side.set_facing(2) _model_side.transform.x.x = -1 _model_side.show() _model_front.hide() for np in z_index_paths: get_node(np).z_index = 0 if _direction == 1: _current_animation_player = _model_side_animation_player _model_side.set_facing(3) _model_side.transform.x.x = 1 _model_side.show() _model_front.hide() for np in z_index_paths: get_node(np).z_index = 0 if _direction == 2: _current_animation_player = _model_front_animation_player _model_front.set_facing(0) _model_side.hide() _model_front.show() for np in z_index_paths: get_node(np).z_index = 0 if _direction == 3: _current_animation_player = _model_front_animation_player _model_front.set_facing(1) _model_side.hide() _model_front.show() for np in z_index_paths: get_node(np).z_index = -1 for a in cast_animations: if a.has_method("get_z_index"): a.z_index = -1 func generate_outline(img : Image): img.lock() for x in range(1, img.get_size().x - 1): for y in range(1, img.get_size().y - 1): var c : Color = img.get_pixel(x, y) if is_zero_approx(c.a): var cxn : Color = img.get_pixel(x - 1, y) var cxp : Color = img.get_pixel(x + 1, y) var cyn : Color = img.get_pixel(x, y - 1) var cyp : Color = img.get_pixel(x, y + 1) if cxn.is_equal_approx(outline_color): cxn.a = 0 if cxp.is_equal_approx(outline_color): cxp.a = 0 if cyn.is_equal_approx(outline_color): cyn.a = 0 if cyp.is_equal_approx(outline_color): cyp.a = 0 if !is_zero_approx(cxn.a) || !is_zero_approx(cxp.a) || !is_zero_approx(cyn.a) || !is_zero_approx(cyp.a): img.set_pixel(x, y, outline_color) img.unlock() func create_atlas(): _image_texture = ImageTexture.new() _image_texture.create_from_image(_texture2, 0) _image_texture.get_data().save_png(output_file_name) if save_texture: _sprite_preview.set_texture(_image_texture) if _show_atlas: _atlas_preview.set_texture(_image_texture) func set_generate(v : bool) -> void: if !v: return #for easier development _ready() _running = true #set_process(true) func get_generate() -> bool: return false