mirror of
https://github.com/Relintai/broken_seals_2ds.git
synced 2024-12-25 11:17:13 +01:00
145 lines
4.5 KiB
GDScript
145 lines
4.5 KiB
GDScript
extends CharacterSkeleton2D
|
|
class_name CharacterSkeleton2DGD
|
|
|
|
# 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.
|
|
|
|
export (NodePath) var front_node_path : NodePath = ""
|
|
export (NodePath) var front_animation_player_path : NodePath = ""
|
|
export (NodePath) var front_animation_tree_path : NodePath = ""
|
|
|
|
export (NodePath) var side_node_path : NodePath = ""
|
|
export (NodePath) var side_animation_player_path : NodePath = ""
|
|
export (NodePath) var side_animation_tree_path : NodePath = ""
|
|
|
|
export(CharacterAtlas) var character_atlas : CharacterAtlas setget set_character_atlas
|
|
|
|
var _atlas : CharacterAtlas2D
|
|
|
|
enum CharacterFacing {
|
|
FACING_FRONT = 0,
|
|
FACING_BACK = 1,
|
|
FACING_RIGHT = 2,
|
|
FACING_LEFT = 3,
|
|
}
|
|
|
|
var _facing : int = 0
|
|
|
|
var _front_node : CharacterBones = null
|
|
var _front_animation_player : AnimationPlayer = null
|
|
var _front_animation_tree : AnimationTree = null
|
|
|
|
var _side_node : CharacterBones = null
|
|
var _side_animation_player : AnimationPlayer = null
|
|
var _side_animation_tree : AnimationTree = null
|
|
|
|
var _active_node : CharacterBones = null
|
|
var _active_animation_player : AnimationPlayer = null
|
|
var _active_animation_tree : AnimationTree = null
|
|
|
|
var _is_front_side : bool = false
|
|
|
|
var effects : Array
|
|
|
|
func _ready() -> void:
|
|
_front_node = get_node(front_node_path) as CharacterBones
|
|
_front_animation_player = get_node(front_animation_player_path) as AnimationPlayer
|
|
_front_animation_tree = get_node(front_animation_tree_path) as AnimationTree
|
|
|
|
_side_node = get_node(side_node_path) as CharacterBones
|
|
_side_animation_player = get_node(side_animation_player_path) as AnimationPlayer
|
|
_side_animation_tree = get_node(side_animation_tree_path) as AnimationTree
|
|
|
|
set_character_atlas(character_atlas)
|
|
|
|
_front_node.hide()
|
|
_side_node.show()
|
|
_active_node = _side_node
|
|
_active_animation_player = _side_animation_player
|
|
_active_animation_tree = _side_animation_tree
|
|
_is_front_side = false
|
|
|
|
func update_facing(input_direction : Vector2) -> void:
|
|
var front : bool = abs(input_direction.dot(Vector2(0, 1))) > 0.9
|
|
|
|
if front:
|
|
if not _is_front_side:
|
|
_is_front_side = true
|
|
|
|
_side_node.hide()
|
|
_front_node.show()
|
|
|
|
_active_node = _front_node
|
|
_active_animation_tree = _front_animation_tree
|
|
|
|
if input_direction.y > 0:
|
|
set_facing(CharacterFacing.FACING_FRONT)
|
|
else:
|
|
set_facing(CharacterFacing.FACING_BACK)
|
|
|
|
else:
|
|
if _is_front_side:
|
|
_is_front_side = false
|
|
|
|
_side_node.show()
|
|
_front_node.hide()
|
|
|
|
_active_node = _side_node
|
|
_active_animation_tree = _side_animation_tree
|
|
|
|
if input_direction.x > 0.01 and _facing != CharacterFacing.FACING_RIGHT:
|
|
set_facing(CharacterFacing.FACING_RIGHT)
|
|
_active_node.transform.x.x = -1
|
|
elif input_direction.x < -0.01 and _facing != CharacterFacing.FACING_LEFT:
|
|
set_facing(CharacterFacing.FACING_LEFT)
|
|
_active_node.transform.x.x = 1
|
|
|
|
func add_effect(bone_id : int, effect : PackedScene) -> void:
|
|
pass
|
|
|
|
func remove_effect(bone_id : int, effect : PackedScene) -> void:
|
|
pass
|
|
|
|
func get_animation_player() -> AnimationPlayer:
|
|
return _active_animation_player
|
|
|
|
func get_animation_tree() -> AnimationTree:
|
|
return _active_animation_tree
|
|
|
|
func set_character_atlas(atlas : CharacterAtlas) -> void:
|
|
character_atlas = atlas
|
|
|
|
_atlas = atlas as CharacterAtlas2D
|
|
|
|
if _front_node != null:
|
|
_front_node.set_atlas(_atlas)
|
|
|
|
if _front_node != null:
|
|
_side_node.set_atlas(_atlas)
|
|
|
|
func set_facing(facing : int) -> void:
|
|
_facing = facing
|
|
|
|
_active_node.set_facing(facing)
|
|
|