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https://github.com/Relintai/broken_seals_roguelike.git
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76 lines
2.3 KiB
GDScript
76 lines
2.3 KiB
GDScript
extends Spatial
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class_name CharacterSkeketonAttachPoint
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# Copyright Péter Magyar relintai@gmail.com
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# MIT License, functionality from this class needs to be protable to the entity spell system
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# Copyright (c) 2019 Péter Magyar
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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var effects : Dictionary
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var timed_effects : Dictionary
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func add_effect(effect : PackedScene) -> void:
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if effects.has(effect):
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effects[effect][0] = effects[effect][0] + 1
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else:
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var eff : Node = effect.instance()
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add_child(eff)
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eff.owner = self
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var data : Array = [ 1, eff ]
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effects[effect] = data
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func add_effect_timed(effect : PackedScene, time : float) -> void:
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if timed_effects.has(effect):
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timed_effects[effect][0] = timed_effects[effect][0] + 1
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else:
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var eff : Node = effect.instance()
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add_child(eff)
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eff.owner = self
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var data : Array = [ 1, eff, time ]
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timed_effects[effect] = data
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func remove_effect(effect : PackedScene) -> void:
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if effects.has(effect):
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var data : Array = effects[effect]
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data[0] = data[0] - 1
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if data[0] <= 0:
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data[1].queue_free()
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effects.erase(effect)
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func _process(delta : float) -> void:
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for k in timed_effects.keys():
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var data : Array = timed_effects[k]
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data[2] -= delta
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if data[2] <= 0:
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data[1].queue_free()
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timed_effects.erase(k)
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