broken_seals_roguelike/game/player/HumanoidCharacterBones2D.gd

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GDScript3
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extends CharacterBones
class_name HumanoidCharacterBones2D
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
var _atlas : CharacterAtlas2D
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