adding icon jukebox

This commit is contained in:
AleaJactaEst 2021-06-22 18:22:58 +02:00
parent 500b4bc2e0
commit 8e5fad8d89
22 changed files with 1010 additions and 891 deletions

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@ -29,3 +29,8 @@
6) Correction du menu de selection de la langue 6) Correction du menu de selection de la langue
7) Activer la sortie audio en fonction de la selection dans le menu option 7) Activer la sortie audio en fonction de la selection dans le menu option
8) Ajouter un icon JukeBox dans la page de démarrage
9) A l'ouverture du JukeBox, il retaille la fenetre afin de ne pas avoir du scrolling (si possible)

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@ -0,0 +1,15 @@
1/ To check error on
Impossible de charger le script de lextension depuis le chemin : «res://addons/kh_window/kh_window_plugin.gd». Cela peut être dû à une erreur de programmation dans ce script.
2/
17/06/2021 | 21:49:01 Zatalyz: pour les nouveautés : il faudrait que le texte ne demande pas de scroll horizontal, qu'il s'adapte à la largeur de cette fenêtre. 80 caractères si tu cherche la meilleure taille pour ce morceau :)
dépend de la taille du texte, si trop grand ..., mais bonne remarque je note
17/06/2021 | 21:52:17 Zatalyz: ha, un détail : quand on choisit "tête", c'est pas mal de zoomer sur la tête
17/06/2021 | 21:52:47 Zatalyz: Ha oui, le nom commence par M, donc ça l'a fait apparaitre... je dirais : pas de raccourci sur cet écran :D
17/06/2021 | 21:53:07 Zatalyz: (zoomer automatiquement... j'ai trouvé le zoom sinon)
3/ je note ajouter un icon pour juke box

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@ -4,7 +4,7 @@ extends EditorPlugin
func _enter_tree(): func _enter_tree():
# Initialization of the plugin goes here # Initialization of the plugin goes here
# Add the new type with a name, a parent type, a script and an icon # Add the new type with a name, a parent type, a script and an icon
add_custom_type("kh_window", "MarginContainer", preload("kh_window.gd"), preload("icon.png")) add_custom_type("kh_window", "MarginContainer", preload("res://addons/kh_window/kh_window.gd"), preload("res://addons/kh_window/icon.png"))
func _exit_tree(): func _exit_tree():
# Clean-up of the plugin goes here # Clean-up of the plugin goes here

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@ -65,6 +65,7 @@ _global_script_class_icons={
config/name="Khanat" config/name="Khanat"
run/main_scene="res://scenes/main/main.tscn" run/main_scene="res://scenes/main/main.tscn"
boot_splash/image="res://assets/interfaces/new_launcher_bg_0-1.png" boot_splash/image="res://assets/interfaces/new_launcher_bg_0-1.png"
boot_splash/bg_color=Color( 0.12549, 0.145098, 0.192157, 1 )
config/icon="res://icon.png" config/icon="res://icon.png"
[audio] [audio]
@ -79,12 +80,18 @@ MusicManager="*res://scenes/interfaces/music_manager/music_manager.tscn"
Connection="*res://scenes/connection/connection.tscn" Connection="*res://scenes/connection/connection.tscn"
Globals="*res://ressources/scripts/global.gd" Globals="*res://ressources/scripts/global.gd"
Datas="*res://ressources/scripts/datas/data.gd" Datas="*res://ressources/scripts/datas/data.gd"
GeneratorMap="*res://scenes/game/generate_map.gd"
[debug] [debug]
settings/stdout/verbose_stdout=true
gdscript/completion/autocomplete_setters_and_getters=true gdscript/completion/autocomplete_setters_and_getters=true
gdscript/warnings/unused_class_variable=true gdscript/warnings/unused_class_variable=true
gdscript/warnings/return_value_discarded=false gdscript/warnings/return_value_discarded=false
gdscript/warnings/unsafe_property_access=true
gdscript/warnings/unsafe_method_access=true
gdscript/warnings/unsafe_cast=true
gdscript/warnings/unsafe_call_argument=true
[display] [display]

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@ -4,301 +4,301 @@ extends Node
var JSONBeautifier = preload( "res://ressources/scripts/json_beautifier/json_beautifier.gd" ) var JSONBeautifier = preload( "res://ressources/scripts/json_beautifier/json_beautifier.gd" )
class Data: class Data:
var datas = {} var datas = {}
func _init( p_name = null ): func _init( p_name = null ):
self.set_data( "name", p_name ) self.set_data( "name", p_name )
func get_data( p_key, p_default_value = null ): func get_data( p_key, p_default_value = null ):
return self.datas.get( p_key, p_default_value ) return self.datas.get( p_key, p_default_value )
func set_data( p_key, p_value ): func set_data( p_key, p_value ):
self.datas[ p_key ] = p_value self.datas[ p_key ] = p_value
func get_filename(): func get_filename():
if not self.get_data( "name", null ): if not self.get_data( "name", null ):
return "unknow.data" return "unknow.data"
if self.get_data( "name" ).get_extension(): if self.get_data( "name" ).get_extension():
return self.get_data( "name" ) return self.get_data( "name" )
return self.get_data( "name" ) + ".data" return self.get_data( "name" ) + ".data"
func save( p_emplacement = "res"): func save( p_emplacement = "res"):
var filename = self.get_filename() var filename = self.get_filename()
var ext = filename.get_extension() var ext = filename.get_extension()
var file = File.new() var file = File.new()
if p_emplacement == "res": if p_emplacement == "res":
if file.open("res://ressources/files/"+ext+"s/"+filename, File.WRITE) == OK: if file.open("res://ressources/files/"+ext+"s/"+filename, File.WRITE) == OK:
file.store_line( JSONBeautifier.beautify_json( to_json(self.datas), 4 ) ) file.store_line( JSONBeautifier.beautify_json( to_json(self.datas), 4 ) )
file.close() file.close()
elif p_emplacement == "user": elif p_emplacement == "user":
var dir = Directory.new() var dir = Directory.new()
if not dir.dir_exists( "user://saves/save_temp/ressources/files/"+ext+"s/" ): if not dir.dir_exists( "user://saves/save_temp/ressources/files/"+ext+"s/" ):
dir .make_dir_recursive( "user://saves/save_temp/ressources/files/"+ext+"s/" ) dir .make_dir_recursive( "user://saves/save_temp/ressources/files/"+ext+"s/" )
if file.open("user://saves/save_temp/ressources/files/"+ext+"s/"+filename, File.WRITE) == OK: if file.open("user://saves/save_temp/ressources/files/"+ext+"s/"+filename, File.WRITE) == OK:
file.store_line( JSONBeautifier.beautify_json( to_json(self.datas), 4 ) ) file.store_line( JSONBeautifier.beautify_json( to_json(self.datas), 4 ) )
file.close() file.close()
elif p_emplacement == "pc": elif p_emplacement == "pc":
var dir = Directory.new() var dir = Directory.new()
if not dir.dir_exists( "user://saves/save_temp/ressources/files/"+ext+"s/pc/" ): if not dir.dir_exists( "user://saves/save_temp/ressources/files/"+ext+"s/pc/" ):
dir .make_dir_recursive( "user://saves/save_temp/ressources/files/"+ext+"s/pc/" ) dir .make_dir_recursive( "user://saves/save_temp/ressources/files/"+ext+"s/pc/" )
if file.open("user://saves/save_temp/ressources/files/"+ext+"s/pc/"+filename, File.WRITE) == OK: if file.open("user://saves/save_temp/ressources/files/"+ext+"s/pc/"+filename, File.WRITE) == OK:
file.store_line( JSONBeautifier.beautify_json( to_json(self.datas), 4 ) ) file.store_line( JSONBeautifier.beautify_json( to_json(self.datas), 4 ) )
file.close() file.close()
func load( p_path = null, p_emplacement = null ): func load( p_path = null, p_emplacement = null ):
var dict = null var dict = null
if not p_path: if not p_path:
var filename = self.get_filename() var filename = self.get_filename()
var ext = filename.get_extension() var ext = filename.get_extension()
var file = File.new() var file = File.new()
if not p_emplacement: if not p_emplacement:
if file.open("user://saves/save_temp/ressources/files/"+ext+"s/"+filename, File.READ) == OK or file.open("res://ressources/files/"+ext+"s/"+filename, File.READ) == OK: if file.open("user://saves/save_temp/ressources/files/"+ext+"s/"+filename, File.READ) == OK or file.open("res://ressources/files/"+ext+"s/"+filename, File.READ) == OK:
dict = JSON.parse(file.get_as_text()).get_result() dict = JSON.parse(file.get_as_text()).get_result()
else: else:
var path = "res://ressources/files/"+ext+"s/"+filename var path = "res://ressources/files/"+ext+"s/"+filename
if p_emplacement == "usr": if p_emplacement == "usr":
path = "user://saves/save_temp/ressources/files/"+ext+"s/"+filename path = "user://saves/save_temp/ressources/files/"+ext+"s/"+filename
elif p_emplacement == "pc": elif p_emplacement == "pc":
path = "user://saves/save_temp/ressources/files/"+ext+"s/pc/"+filename path = "user://saves/save_temp/ressources/files/"+ext+"s/pc/"+filename
if file.open(path, File.READ) == OK: if file.open(path, File.READ) == OK:
dict = JSON.parse(file.get_as_text()).get_result() dict = JSON.parse(file.get_as_text()).get_result()
file.close() file.close()
else: else:
var file = File.new() var file = File.new()
if file.open(p_path, File.READ) == OK: if file.open(p_path, File.READ) == OK:
dict = JSON.parse(file.get_as_text()).get_result() dict = JSON.parse(file.get_as_text()).get_result()
file.close() file.close()
if dict: if dict:
for key in dict.keys(): for key in dict.keys():
self.set_data( key, dict[key] ) self.set_data( key, dict[key] )
class ProxyData extends Data: class ProxyData extends Data:
var data = null var data = null
func _init( p_data_filename, p_data = null ): func _init( p_data_filename, p_data = null ):
.set_data( "item_filename", p_data_filename ) .set_data( "item_filename", p_data_filename )
.set_data( "modified_values", {} ) .set_data( "modified_values", {} )
var ref_data = Data.new() var ref_data = Data.new()
ref_data.set_data( "name", .get_data( "item_filename" ) ) ref_data.set_data( "name", .get_data( "item_filename" ) )
ref_data.load() ref_data.load()
if ref_data and ref_data is Data: if ref_data and ref_data is Data:
self.data = ref_data self.data = ref_data
var modified_values = {} var modified_values = {}
for data_name in self.data.datas.keys(): for data_name in self.data.datas.keys():
if self.data and p_data and not self.data.get_data( data_name ) == p_data.get_data( data_name ): if self.data and p_data and not self.data.get_data( data_name ) == p_data.get_data( data_name ):
modified_values[ data_name ] = p_data.get_data( data_name ) modified_values[ data_name ] = p_data.get_data( data_name )
.set_data( "modified_values", modified_values ) .set_data( "modified_values", modified_values )
func set_data( p_data_name, p_value ): func set_data( p_data_name, p_value ):
if not .get_data( "modified_values" ): if not .get_data( "modified_values" ):
.set_data( "modified_values", {} ) .set_data( "modified_values", {} )
var new_modified_value = .get_data( "modified_values" ) var new_modified_value = .get_data( "modified_values" )
new_modified_value[ p_data_name ] = p_value new_modified_value[ p_data_name ] = p_value
.set_data( "modified_values", new_modified_value ) .set_data( "modified_values", new_modified_value )
func get_data( p_key, p_default_value = null ): func get_data( p_key, p_default_value = null ):
if .get_data( "modified_values" ) and p_key in .get_data( "modified_values" ): if .get_data( "modified_values" ) and p_key in .get_data( "modified_values" ):
return .get_data( "modified_values" )[ p_key ] return .get_data( "modified_values" )[ p_key ]
elif self.data: elif self.data:
return self.data.get_data( p_key, p_default_value ) return self.data.get_data( p_key, p_default_value )
return p_default_value return p_default_value
func save( p_emplacement = "usr"): func save( p_emplacement = "usr"):
.save( p_emplacement ) .save( p_emplacement )
func load( p_path = null, p_emplacement = "usr" ): func load( p_path = null, p_emplacement = "usr" ):
.load( p_path, p_emplacement ) .load( p_path, p_emplacement )
class Creature extends Data: class Creature extends Data:
func _init( p_name = null ).( p_name ): func _init( p_name = null ).( p_name ):
self.set_data( "race", null ) self.set_data( "race", null )
# Caracteristiques. # Caracteristiques.
self.set_data( "strength", 5 ) self.set_data( "strength", 5 )
self.set_data( "perception", 5 ) self.set_data( "perception", 5 )
self.set_data( "endurance", 5 ) self.set_data( "endurance", 5 )
self.set_data( "constitution", 5 ) self.set_data( "constitution", 5 )
self.set_data( "agility", 5 ) self.set_data( "agility", 5 )
self.set_data( "current_life", self.get_max_life() ) self.set_data( "current_life", self.get_max_life() )
self.set_data( "current_stamina", self.get_max_stamina() ) self.set_data( "current_stamina", self.get_max_stamina() )
# inventaire. # inventaire.
self.set_data( "inventory", [] ) self.set_data( "inventory", [] )
func get_filename(): func get_filename():
if not self.get_data( "name", null ): if not self.get_data( "name", null ):
return "unknow.creature" return "unknow.creature"
return self.get_data( "name" )+".creature" return self.get_data( "name" )+".creature"
func get_max_life(): func get_max_life():
return self.get_data( "constitution", 5 ) * 1000 return self.get_data( "constitution", 5 ) * 1000
func get_max_stamina(): func get_max_stamina():
return self.get_data( "endurance", 5 ) * 1000 return self.get_data( "endurance", 5 ) * 1000
class Human extends Creature: class Human extends Creature:
func _init( p_name = null ).( p_name ): func _init( p_name = null ).( p_name ):
self.set_data( "first_name", null ) self.set_data( "first_name", null )
self.set_data( "last_name", null ) self.set_data( "last_name", null )
# Aspect. # Aspect.
self.set_data( "caucasian", 0.0 ) self.set_data( "caucasian", 0.0 )
self.set_data( "african", 0.0 ) self.set_data( "african", 0.0 )
self.set_data( "asian", 0.0 ) self.set_data( "asian", 0.0 )
self.set_data( "size", 1.0 ) self.set_data( "size", 1.0 )
self.set_data( "fat", 0.0 ) self.set_data( "fat", 0.0 )
self.set_data( "muscles", 0.0 ) self.set_data( "muscles", 0.0 )
self.set_data( "proportion", 0.0 ) self.set_data( "proportion", 0.0 )
self.set_data( "breast", 0.0 ) self.set_data( "breast", 0.0 )
self.set_data( "pregnancy", 0.0 ) self.set_data( "pregnancy", 0.0 )
self.set_data( "skin_tone", 0.0 ) self.set_data( "skin_tone", 0.0 )
self.set_data( "hair", 0 ) self.set_data( "hair", 0 )
self.set_data( "hair_color", Color.white ) self.set_data( "hair_color", Color.white )
self.set_data( "cleft_chin", 0.0 ) self.set_data( "cleft_chin", 0.0 )
self.set_data( "chin_angle", 0.0 ) self.set_data( "chin_angle", 0.0 )
self.set_data( "mouth_horiz", 0.0 ) self.set_data( "mouth_horiz", 0.0 )
self.set_data( "mouth_vert", 0.0 ) self.set_data( "mouth_vert", 0.0 )
self.set_data( "nose_galbe", 0.0 ) self.set_data( "nose_galbe", 0.0 )
self.set_data( "nose_grec", 0.0 ) self.set_data( "nose_grec", 0.0 )
self.set_data( "nose_horiz", 0.0 ) self.set_data( "nose_horiz", 0.0 )
self.set_data( "nose_depth", 0.0 ) self.set_data( "nose_depth", 0.0 )
self.set_data( "eyes_vert", 0.0 ) self.set_data( "eyes_vert", 0.0 )
self.set_data( "eyes_gap", 0.0 ) self.set_data( "eyes_gap", 0.0 )
self.set_data( "earlobes", 0.0 ) self.set_data( "earlobes", 0.0 )
self.set_data( "ears_wing", 0.0 ) self.set_data( "ears_wing", 0.0 )
self.set_data( "lips_up_shape", 0.0 ) self.set_data( "lips_up_shape", 0.0 )
self.set_data( "lips_up_shape_2", 0.0 ) self.set_data( "lips_up_shape_2", 0.0 )
func get_filename(): func get_filename():
if not self.get_data( "first_name" ) and not self.get_data( "last_name" ): if not self.get_data( "first_name" ) and not self.get_data( "last_name" ):
return "unknow.creature" return "unknow.creature"
elif not self.get_data( "last_name" ): elif not self.get_data( "last_name" ):
return self.get_data( "first_name" ) + ".creature" return self.get_data( "first_name" ) + ".creature"
elif not self.get_data( "first_name" ): elif not self.get_data( "first_name" ):
return self.get_data( "last_name" ) + ".creature" return self.get_data( "last_name" ) + ".creature"
return self.get_data( "first_name" ) + "_" + self.get_data( "last_name" ) + ".creature" return self.get_data( "first_name" ) + "_" + self.get_data( "last_name" ) + ".creature"
class Item extends Data: class Item extends Data:
func _init( p_name = null ).( p_name ): func _init( p_name = null ).( p_name ):
self.set_data( "model", null ) self.set_data( "model", null )
self.set_data( "label", "" ) self.set_data( "label", "" )
self.set_data( "description", "" ) self.set_data( "description", "" )
self.set_data( "icon", null ) self.set_data( "icon", null )
self.set_data( "stack", 1 ) self.set_data( "stack", 1 )
self.set_data( "default_num_given", 1 ) self.set_data( "default_num_given", 1 )
self.set_data( "pickable", true ) self.set_data( "pickable", true )
self.set_data( "dropable", true ) self.set_data( "dropable", true )
self.set_data( "hit_points", -1 ) self.set_data( "hit_points", -1 )
func get_filename(): func get_filename():
if not self.get_data( "name", null ): if not self.get_data( "name", null ):
return "unknow.item" return "unknow.item"
return self.get_data( "name" )+".item" return self.get_data( "name" )+".item"
class Equipment extends Item: class Equipment extends Item:
enum SLOT { enum SLOT {
cloth_hand, cloth_hand,
cloth_face, cloth_face,
cloth_head, cloth_head,
cloth_torso, cloth_torso,
cloth_legs, cloth_legs,
cloth_feet, cloth_feet,
cloth_back, cloth_back,
weapon_hand_right, weapon_hand_right,
weapon_hand_left, weapon_hand_left,
weapon_hands, weapon_hands,
weapon_hip_right, weapon_hip_right,
weapon_hip_left, weapon_hip_left,
weapon_back_right, weapon_back_right,
weapon_back_left, weapon_back_left,
weapon_holster_right, weapon_holster_right,
weapon_holster_left weapon_holster_left
} }
func _init( p_name = null ).( p_name ): func _init( p_name = null ).( p_name ):
self.set_data( "slots", [SLOT.weapon_hand_right] ) self.set_data( "slots", [SLOT.weapon_hand_right] )
self.set_data( "default_slot", SLOT.weapon_hand_right ) self.set_data( "default_slot", SLOT.weapon_hand_right )
self.set_data( "model_equiped", null ) self.set_data( "model_equiped", null )
self.set_data( "attachment", "attachment_hand_R" ) self.set_data( "attachment", "attachment_hand_R" )
self.set_data( "attachment_equiped", "attachment_hand_R" ) self.set_data( "attachment_equiped", "attachment_hand_R" )
func get_filename(): func get_filename():
if not self.get_data( "name", null ): if not self.get_data( "name", null ):
return "unknow.equipment" return "unknow.equipment"
return self.get_data( "name" )+".equipment" return self.get_data( "name" )+".equipment"
class Cloth extends Equipment: class Cloth extends Equipment:
enum LIMB { enum LIMB {
head, head,
torso, torso,
left_upper_arm, left_upper_arm,
right_upper_arm, right_upper_arm,
left_lower_arm, left_lower_arm,
right_lower_arm, right_lower_arm,
left_hand, left_hand,
right_hand, right_hand,
left_upper_leg, left_upper_leg,
right_upper_leg, right_upper_leg,
left_lower_leg, left_lower_leg,
right_lower_leg, right_lower_leg,
left_feet, left_feet,
right_feet right_feet
} }
func _init( p_name = null ).( p_name ): func _init( p_name = null ).( p_name ):
self.set_data( "protection", 0 ) self.set_data( "protection", 0 )
self.set_data( "protected_limbs", [] ) self.set_data( "protected_limbs", [] )
self.set_data( "texture", null ) self.set_data( "texture", null )
func get_filename(): func get_filename():
if not self.get_data( "name", null ): if not self.get_data( "name", null ):
return "unknow.cloth" return "unknow.cloth"
return self.get_data( "name" )+".cloth" return self.get_data( "name" )+".cloth"
class Weapon extends Equipment: class Weapon extends Equipment:
enum TYPE { enum TYPE {
melee, melee,
ranged, ranged,
throwed throwed
} }
func _init( p_name = null ).( p_name ): func _init( p_name = null ).( p_name ):
self.set_data( "damage", 0.0 ) self.set_data( "damage", 0.0 )
self.set_data( "reload_needed", 0 ) self.set_data( "reload_needed", 0 )
self.set_data( "range", 1.0 ) self.set_data( "range", 1.0 )
self.set_data( "type", TYPE.melee ) self.set_data( "type", TYPE.melee )
self.set_data( "attack_delay", 1.0 ) self.set_data( "attack_delay", 1.0 )
func get_filename(): func get_filename():
if not self.get_data( "name", null ): if not self.get_data( "name", null ):
return "unknow.weapon" return "unknow.weapon"
return self.get_data( "name" )+".weapon" return self.get_data( "name" )+".weapon"
class InventoryItem extends ProxyData: class InventoryItem extends ProxyData:
func _init( p_item_filename, p_number = 1, p_item = null ).( p_item_filename, p_item ): func _init( p_item_filename, p_number = 1, p_item = null ).( p_item_filename, p_item ):
self.set_data( "number", p_number ) self.set_data( "number", p_number )
class PickupItem extends ProxyData: class PickupItem extends ProxyData:
func _init( p_item_filename, p_global_transform, p_item = null ).( p_item_filename, p_item ): func _init( p_item_filename, p_global_transform, p_item = null ).( p_item_filename, p_item ):
self.set_data( "global_transform", p_global_transform ) self.set_data( "global_transform", p_global_transform )
# #
#class Character extends ProxyData: #class Character extends ProxyData:

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@ -35,268 +35,268 @@ var direction = Vector3.ZERO
var orientation = 0.0 var orientation = 0.0
enum PLAYER_RELATION { enum PLAYER_RELATION {
neutre, neutre,
friend, friend,
ennemy ennemy
} }
export( PLAYER_RELATION ) var player_relation = PLAYER_RELATION.neutre export( PLAYER_RELATION ) var player_relation = PLAYER_RELATION.neutre
export( String ) var creature_filename = null setget set_creature_filename export( String ) var creature_filename = null setget set_creature_filename
func set_creature_filename( p_filename ): func set_creature_filename( p_filename ):
creature_filename = p_filename creature_filename = p_filename
self.load_from_name( p_filename ) self.load_from_name( p_filename )
func _process( delta ): func _process( delta ):
# Calculate a move direction vector relative to the camera # Calculate a move direction vector relative to the camera
# The basis stores the (right, up, -forwards) vectors of our camera. # The basis stores the (right, up, -forwards) vectors of our camera.
var forwards: Vector3 = $look_at.global_transform.basis.z * direction.z var forwards: Vector3 = $look_at.global_transform.basis.z * direction.z
var right: Vector3 = $look_at.global_transform.basis.x * direction.x var right: Vector3 = $look_at.global_transform.basis.x * direction.x
if forwards: if forwards:
right = Vector3.ZERO right = Vector3.ZERO
var move_direction: = forwards + right var move_direction: = forwards + right
if move_direction.length() > 1.0: if move_direction.length() > 1.0:
move_direction = move_direction.normalized() move_direction = move_direction.normalized()
move_direction.y = 0 move_direction.y = 0
# Rotation. # Rotation.
if (self.has_node( "creature" ) and $creature.can_turn()) or self.is_readying_weapon or self.is_weapon_ready: if (self.has_node( "creature" ) and $creature.can_turn()) or self.is_readying_weapon or self.is_weapon_ready:
self.rotate_y( rotation_speed_factor * orientation ) self.rotate_y( rotation_speed_factor * orientation )
# Movement. # Movement.
velocity = self.calculate_velocity(velocity, move_direction, delta) velocity = self.calculate_velocity(velocity, move_direction, delta)
if not self.is_readying_weapon and not self.is_weapon_ready: if not self.is_readying_weapon and not self.is_weapon_ready:
if not self.is_jumping and not self.is_jump_started and not self.is_falling: if not self.is_jumping and not self.is_jump_started and not self.is_falling:
velocity = self.move_and_slide_with_snap(velocity, Vector3.DOWN, Vector3.UP, true) velocity = self.move_and_slide_with_snap(velocity, Vector3.DOWN, Vector3.UP, true)
else: else:
velocity = self.move_and_slide(velocity, Vector3.UP, true) velocity = self.move_and_slide(velocity, Vector3.UP, true)
# Animation. # Animation.
if self.has_node( "creature" ): if self.has_node( "creature" ):
if self.is_dead: if self.is_dead:
$creature.play( "dead_loop" ) $creature.play( "dead_loop" )
elif self.is_dying: elif self.is_dying:
$creature.play( "dying", 2.0 ) $creature.play( "dying", 2.0 )
elif self.is_readying_weapon: elif self.is_readying_weapon:
$creature.play( "1h_pistol_ready_start" ) $creature.play( "1h_pistol_ready_start" )
elif self.is_weapon_ready: elif self.is_weapon_ready:
$creature.play( "1h_pistol_ready_loop" ) $creature.play( "1h_pistol_ready_loop" )
elif direction and not self.is_jump_started and not self.is_jumping and not self.is_falling: elif direction and not self.is_jump_started and not self.is_jumping and not self.is_falling:
if direction.z < 0.0: if direction.z < 0.0:
if self.is_running: if self.is_running:
$creature.play( "run" , 2.0 ) $creature.play( "run" , 2.0 )
else: else:
$creature.play( "walk" ) $creature.play( "walk" )
elif direction.z > 0.0: elif direction.z > 0.0:
if self.is_running: if self.is_running:
$creature.play_backwards( "run", 2.0 ) $creature.play_backwards( "run", 2.0 )
else: else:
$creature.play_backwards( "walk" ) $creature.play_backwards( "walk" )
elif direction.x > 0.0: elif direction.x > 0.0:
$creature.play( "strafe_right" ) $creature.play( "strafe_right" )
elif direction.x < 0.0: elif direction.x < 0.0:
$creature.play( "strafe_left" ) $creature.play( "strafe_left" )
elif self.is_jump_started and not self.is_jumping: elif self.is_jump_started and not self.is_jumping:
$creature.play( "jump_start" ) $creature.play( "jump_start" )
elif self.is_jumping or self.is_falling: elif self.is_jumping or self.is_falling:
if not self.is_on_ground: if not self.is_on_ground:
$creature.play( "jump_loop" ) $creature.play( "jump_loop" )
else: else:
$creature.play( "jump_end", 2 ) $creature.play( "jump_end", 2 )
elif not self.orientation == 0.0: elif not self.orientation == 0.0:
if self.orientation < 0.0: if self.orientation < 0.0:
$creature.play( "turn_right", 2.0 ) $creature.play( "turn_right", 2.0 )
elif self.orientation > 0.0: elif self.orientation > 0.0:
$creature.play( "turn_left", 2.0 ) $creature.play( "turn_left", 2.0 )
else: else:
$creature.play( "idle" ) $creature.play( "idle" )
func calculate_velocity( func calculate_velocity(
velocity_current: Vector3, velocity_current: Vector3,
move_direction: Vector3, move_direction: Vector3,
delta: float delta: float
) -> Vector3: ) -> Vector3:
# var velocity_new := move_direction # var velocity_new := move_direction
var velocity_new = Vector3.ZERO var velocity_new = Vector3.ZERO
if not self.is_jump_started: if not self.is_jump_started:
velocity_new = move_direction velocity_new = move_direction
if self.is_running: if self.is_running:
velocity_new *= run_speed velocity_new *= run_speed
else: else:
velocity_new *= move_speed velocity_new *= move_speed
if velocity_new.length() > max_speed: if velocity_new.length() > max_speed:
velocity_new = velocity_new.normalized() * max_speed velocity_new = velocity_new.normalized() * max_speed
velocity_new.y = velocity_current.y + gravity * delta velocity_new.y = velocity_current.y + gravity * delta
if self.is_jumping: if self.is_jumping:
velocity_new.y += self.jump_strength * delta velocity_new.y += self.jump_strength * delta
self.is_jumping = false self.is_jumping = false
self.is_falling = true self.is_falling = true
if self.is_falling: if self.is_falling:
velocity_new.x *= 2.0 velocity_new.x *= 2.0
velocity_new.z *= 2.0 velocity_new.z *= 2.0
return velocity_new return velocity_new
func load_from_name( p_name, p_emplacement = null ): func load_from_name( p_name, p_emplacement = null ):
var creature = Datas.Creature.new() var creature = Datas.Creature.new()
creature.set_data( "name", p_name ) creature.set_data( "name", p_name )
creature.load( null, p_emplacement ) creature.load( null, p_emplacement )
if creature.get_data( "race" ) == Globals.RACE.human: if creature.get_data( "race" ) == Globals.RACE.human:
if creature.get_data( "sex" ) == Globals.SEX.female: if creature.get_data( "sex" ) == Globals.SEX.female:
self.change_creature( "res://scenes/creatures/human/human_female.tscn" ) self.change_creature( "res://scenes/creatures/human/human_female.tscn" )
elif creature.get_data( "sex" ) == Globals.SEX.male: elif creature.get_data( "sex" ) == Globals.SEX.male:
self.change_creature( "res://scenes/creatures/human/human_male.tscn" ) self.change_creature( "res://scenes/creatures/human/human_male.tscn" )
if $creature: if $creature:
$creature.load_from_name( p_name, p_emplacement ) $creature.load_from_name( p_name, p_emplacement )
func change_creature( new_model_path ): func change_creature( new_model_path ):
if $creature: if $creature:
var old_model = $creature var old_model = $creature
self.remove_child( old_model ) self.remove_child( old_model )
old_model.queue_free() old_model.queue_free()
var new_model = load( new_model_path ) var new_model = load( new_model_path )
if new_model: if new_model:
new_model = new_model.instance() new_model = new_model.instance()
new_model.name = "creature" new_model.name = "creature"
self.add_child( new_model ) self.add_child( new_model )
new_model.connect( "animation_finished", self, "_on_creature_animation_finished" ) new_model.connect( "animation_finished", self, "_on_creature_animation_finished" )
new_model.duplicate_meshes() new_model.duplicate_meshes()
func set_blend_shape( p_blend_shape_name, p_value ): func set_blend_shape( p_blend_shape_name, p_value ):
$creature.set_blend_shape( p_blend_shape_name, p_value ) $creature.set_blend_shape( p_blend_shape_name, p_value )
func _on_ground_area_body_entered(body): func _on_ground_area_body_entered(body):
if not body == self: if not body == self:
self.ground_contacts += 1 self.ground_contacts += 1
if self.ground_contacts > 0: if self.ground_contacts > 0:
# self.is_falling = false # self.is_falling = false
self.is_on_ground = true self.is_on_ground = true
func _on_ground_area_body_exited(body): func _on_ground_area_body_exited(body):
if not body == self: if not body == self:
self.ground_contacts -= 1 self.ground_contacts -= 1
if self.ground_contacts <= 0: if self.ground_contacts <= 0:
self.is_falling = true self.is_falling = true
self.is_on_ground = false self.is_on_ground = false
func _on_creature_animation_finished(anim_name): func _on_creature_animation_finished(anim_name):
if anim_name == "jump_start": if anim_name == "jump_start":
self.is_jump_started = false self.is_jump_started = false
self.is_jumping = true self.is_jumping = true
elif anim_name == "jump_end": elif anim_name == "jump_end":
self.is_falling = false self.is_falling = false
elif anim_name == "turn_right": elif anim_name == "turn_right":
self.can_turn = false self.can_turn = false
elif anim_name == "turn_left": elif anim_name == "turn_left":
self.can_turn = false self.can_turn = false
elif anim_name == "1h_pistol_ready_start": elif anim_name == "1h_pistol_ready_start":
self.is_readying_weapon = false self.is_readying_weapon = false
self.is_weapon_ready = true self.is_weapon_ready = true
elif anim_name == "dying": elif anim_name == "dying":
self.is_dying = false self.is_dying = false
self.is_dead = true self.is_dead = true
func set_focus( p_focus = true ): func set_focus( p_focus = true ):
if p_focus: if p_focus:
$focus.show() $focus.show()
if self.player_relation == PLAYER_RELATION.neutre: if self.player_relation == PLAYER_RELATION.neutre:
$focus.get_surface_material( 0 ).albedo_color = Color.white $focus.get_surface_material( 0 ).albedo_color = Color.white
elif self.player_relation == PLAYER_RELATION.friend: elif self.player_relation == PLAYER_RELATION.friend:
$focus.get_surface_material( 0 ).albedo_color = Color.green $focus.get_surface_material( 0 ).albedo_color = Color.green
elif self.player_relation == PLAYER_RELATION.ennemy: elif self.player_relation == PLAYER_RELATION.ennemy:
$focus.get_surface_material( 0 ).albedo_color = Color.red $focus.get_surface_material( 0 ).albedo_color = Color.red
else: else:
$focus.hide() $focus.hide()
func get_weapons(): func get_weapons():
var weapons = [] var weapons = []
if Datas.Equipment.SLOT.weapon_hands in $creature.slots: if Datas.Equipment.SLOT.weapon_hands in $creature.slots:
if $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].item: if $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].item:
weapons.push_back( $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].item ) weapons.push_back( $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].item )
if not weapons.size() > 0: if not weapons.size() > 0:
if Datas.Equipment.SLOT.weapon_hand_right in $creature.slots: if Datas.Equipment.SLOT.weapon_hand_right in $creature.slots:
if $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].item: if $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].item:
weapons.push_back( $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].item ) weapons.push_back( $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].item )
if Datas.Equipment.SLOT.weapon_hand_left in $creature.slots: if Datas.Equipment.SLOT.weapon_hand_left in $creature.slots:
if $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].item: if $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].item:
weapons.push_back( $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].item ) weapons.push_back( $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].item )
return weapons return weapons
func get_main_weapon_node(): func get_main_weapon_node():
var weapon = null var weapon = null
if Datas.Equipment.SLOT.weapon_hands in $creature.slots: if Datas.Equipment.SLOT.weapon_hands in $creature.slots:
if $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].item: if $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].item:
if $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children().size() > 0: if $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children().size() > 0:
weapon = $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children()[0] weapon = $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children()[0]
if not weapon and Datas.Equipment.SLOT.weapon_hand_right in $creature.slots: if not weapon and Datas.Equipment.SLOT.weapon_hand_right in $creature.slots:
if $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].item: if $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].item:
if $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children().size() > 0: if $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children().size() > 0:
weapon = $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children()[0] weapon = $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children()[0]
if not weapon and Datas.Equipment.SLOT.weapon_hand_left in $creature.slots: if not weapon and Datas.Equipment.SLOT.weapon_hand_left in $creature.slots:
if $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].item: if $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].item:
if $creature/body_parts/body/skeleton/attachment_hand_L/handle.get_children().size() > 0: if $creature/body_parts/body/skeleton/attachment_hand_L/handle.get_children().size() > 0:
weapon = $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children()[0] weapon = $creature/body_parts/body/skeleton/attachment_hand_R/handle.get_children()[0]
return weapon return weapon
func attack(): func attack():
if self.can_attack: if self.can_attack:
var weapon = null var weapon = null
var attachment = null var attachment = null
weapon = $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].item weapon = $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].item
attachment = $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].attachment attachment = $creature.slots[ Datas.Equipment.SLOT.weapon_hand_right ].attachment
if not weapon: if not weapon:
weapon = $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].item weapon = $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].item
attachment = $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].attachment attachment = $creature.slots[ Datas.Equipment.SLOT.weapon_hand_left ].attachment
if not weapon: if not weapon:
weapon = $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].item weapon = $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].item
attachment = $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].attachment attachment = $creature.slots[ Datas.Equipment.SLOT.weapon_hands ].attachment
if weapon: if weapon:
print( "pan " + str(weapon.get_data( "damage" )) ) print( "pan " + str(weapon.get_data( "damage" )) )
var weapon_node = $creature/body_parts/body/skeleton.get_node( attachment ) var weapon_node = $creature/body_parts/body/skeleton.get_node( attachment )
if weapon_node: if weapon_node:
weapon_node = weapon_node.get_node( "handle" ).get_children()[0] weapon_node = weapon_node.get_node( "handle" ).get_children()[0]
# if weapon_node is preload( "res://scenes/items/equipments/weapons/firearm.gd" ): # if weapon_node is preload( "res://scenes/items/equipments/weapons/firearm.gd" ):
# weapon_node.fire( self, [self] ) # weapon_node.fire( self, [self] )
# #
self.can_attack = false self.can_attack = false
$attack_delay.start() $attack_delay.start()
func hit( p_damage, p_from = null ): func hit( p_damage, p_from = null ):
$creature.creature.set_data( "current_life", $creature.creature.get_data( "current_life" )-p_damage ) $creature.creature.set_data( "current_life", $creature.creature.get_data( "current_life" )-p_damage )
$head_infos_viewport/head_infos/bars/life.max_value = $creature.creature.get_max_life() $head_infos_viewport/head_infos/bars/life.max_value = $creature.creature.get_max_life()
$head_infos_viewport/head_infos/bars/life.value = $creature.creature.get_data( "current_life", 0 ) $head_infos_viewport/head_infos/bars/life.value = $creature.creature.get_data( "current_life", 0 )
func die(): func die():
self.is_dying = true self.is_dying = true
func _on_creature_equip(p_slot, p_item): func _on_creature_equip(p_slot, p_item):
var weapons = self.get_weapons() var weapons = self.get_weapons()
if weapons.size() > 0: if weapons.size() > 0:
var max_delay = null var max_delay = null
for weapon in weapons: for weapon in weapons:
if not max_delay: if not max_delay:
max_delay = weapon.get_data( "attack_delay" ) max_delay = weapon.get_data( "attack_delay" )
else: else:
max_delay = max( max_delay, weapon.get_data( "attack_delay" ) ) max_delay = max( max_delay, weapon.get_data( "attack_delay" ) )
$attack_delay.wait_time = max_delay $attack_delay.wait_time = max_delay
emit_signal( "equip", p_slot, p_item ) emit_signal( "equip", p_slot, p_item )
func _on_creature_unequip(p_slot): func _on_creature_unequip(p_slot):
emit_signal( "unequip", p_slot ) emit_signal( "unequip", p_slot )
func _on_attack_delay_timeout(): func _on_attack_delay_timeout():
self.can_attack = true self.can_attack = true
func _on_creature_is_dead(): func _on_creature_is_dead():
self.die() self.die()

View file

@ -85,6 +85,7 @@ size = Vector2( 1, 1.5 )
[node name="attack_delay" type="Timer" parent="."] [node name="attack_delay" type="Timer" parent="."]
one_shot = true one_shot = true
[connection signal="animation_finished" from="creature" to="." method="_on_creature_animation_finished"] [connection signal="animation_finished" from="creature" to="." method="_on_creature_animation_finished"]
[connection signal="equip" from="creature" to="." method="_on_creature_equip"] [connection signal="equip" from="creature" to="." method="_on_creature_equip"]
[connection signal="is_dead" from="creature" to="." method="_on_creature_is_dead"] [connection signal="is_dead" from="creature" to="." method="_on_creature_is_dead"]

View file

@ -11,407 +11,412 @@ var eye_color_list = [ "blue_eye", "bluegreen_eye","brown_eye","deepblue_eye","g
class Slot: class Slot:
var item = null var item = null
var attachment = null var attachment = null
func _init( p_attachment = null ): func _init( p_attachment = null ):
self.attachment = p_attachment self.attachment = p_attachment
var slots = { Datas.Equipment.SLOT.cloth_hand: Slot.new( "cloths" )\ var slots = { Datas.Equipment.SLOT.cloth_hand: Slot.new( "cloths" )\
, Datas.Equipment.SLOT.cloth_face: Slot.new( "cloths" )\ , Datas.Equipment.SLOT.cloth_face: Slot.new( "cloths" )\
, Datas.Equipment.SLOT.cloth_head: Slot.new( "cloths" )\ , Datas.Equipment.SLOT.cloth_head: Slot.new( "cloths" )\
, Datas.Equipment.SLOT.cloth_torso: Slot.new( "cloths" )\ , Datas.Equipment.SLOT.cloth_torso: Slot.new( "cloths" )\
, Datas.Equipment.SLOT.cloth_legs: Slot.new( "cloths" )\ , Datas.Equipment.SLOT.cloth_legs: Slot.new( "cloths" )\
, Datas.Equipment.SLOT.cloth_feet: Slot.new( "cloths" )\ , Datas.Equipment.SLOT.cloth_feet: Slot.new( "cloths" )\
, Datas.Equipment.SLOT.cloth_back: Slot.new( "cloths" )\ , Datas.Equipment.SLOT.cloth_back: Slot.new( "cloths" )\
, Datas.Equipment.SLOT.weapon_hand_right: Slot.new( "attachment_hand_R" )\ , Datas.Equipment.SLOT.weapon_hand_right: Slot.new( "attachment_hand_R" )\
, Datas.Equipment.SLOT.weapon_hand_left: Slot.new( "attachment_hand_L" )\ , Datas.Equipment.SLOT.weapon_hand_left: Slot.new( "attachment_hand_L" )\
, Datas.Equipment.SLOT.weapon_hands: Slot.new( "attachment_hand_R" )\ , Datas.Equipment.SLOT.weapon_hands: Slot.new( "attachment_hand_R" )\
, Datas.Equipment.SLOT.weapon_hip_right: Slot.new( "attachment_hips_R" )\ , Datas.Equipment.SLOT.weapon_hip_right: Slot.new( "attachment_hips_R" )\
, Datas.Equipment.SLOT.weapon_hip_left: Slot.new( "attachment_hips_L" )\ , Datas.Equipment.SLOT.weapon_hip_left: Slot.new( "attachment_hips_L" )\
, Datas.Equipment.SLOT.weapon_back_right: Slot.new()\ , Datas.Equipment.SLOT.weapon_back_right: Slot.new()\
, Datas.Equipment.SLOT.weapon_back_left: Slot.new()\ , Datas.Equipment.SLOT.weapon_back_left: Slot.new()\
, Datas.Equipment.SLOT.weapon_holster_right: Slot.new()\ , Datas.Equipment.SLOT.weapon_holster_right: Slot.new()\
, Datas.Equipment.SLOT.weapon_holster_left: Slot.new() } , Datas.Equipment.SLOT.weapon_holster_left: Slot.new() }
func _ready(): func _ready():
self.duplicate_meshes() self.duplicate_meshes()
func duplicate_meshes(): func duplicate_meshes():
for body in $body_parts.get_children(): for body in $body_parts.get_children():
for mesh in body.get_node( "skeleton" ).get_children(): for mesh in body.get_node( "skeleton" ).get_children():
if mesh is MeshInstance: if mesh is MeshInstance:
var new_mat = mesh.get( "material/0" ).duplicate() var new_mat = mesh.get( "material/0" ).duplicate()
var new_mesh = mesh.mesh.duplicate() var new_mesh = mesh.mesh.duplicate()
mesh.mesh = new_mesh mesh.mesh = new_mesh
mesh.set( "material/0", new_mat ) mesh.set( "material/0", new_mat )
for body in $hair_parts.get_children(): for body in $hair_parts.get_children():
for mesh in body.get_node( "skeleton" ).get_children(): for mesh in body.get_node( "skeleton" ).get_children():
if mesh is MeshInstance: if mesh is MeshInstance:
var new_mat = mesh.get( "material/0" ).duplicate() var new_mat = mesh.get( "material/0" ).duplicate()
var new_mesh = mesh.mesh.duplicate() var new_mesh = mesh.mesh.duplicate()
mesh.mesh = new_mesh mesh.mesh = new_mesh
mesh.set( "material/0", new_mat ) mesh.set( "material/0", new_mat )
for body in $cloths.get_children(): for body in $cloths.get_children():
for mesh in body.get_node( "skeleton" ).get_children(): for mesh in body.get_node( "skeleton" ).get_children():
if mesh is MeshInstance: if mesh is MeshInstance:
var new_mat = mesh.get( "material/0" ).duplicate() var new_mat = mesh.get( "material/0" ).duplicate()
var new_mesh = mesh.mesh.duplicate() var new_mesh = mesh.mesh.duplicate()
mesh.mesh = new_mesh mesh.mesh = new_mesh
mesh.set( "material/0", new_mat ) mesh.set( "material/0", new_mat )
self.update() self.update()
func set_blend_shape( p_blend_shape_name, p_value ): func set_blend_shape( p_blend_shape_name, p_value ):
for child in $body_parts.get_children(): for child in $body_parts.get_children():
var skeleton = child.get_node( "skeleton" ) var skeleton = child.get_node( "skeleton" )
for node in skeleton.get_children(): for node in skeleton.get_children():
if node is MeshInstance: if node is MeshInstance:
node.set( "blend_shapes/"+p_blend_shape_name, p_value ) node.set( "blend_shapes/"+p_blend_shape_name, p_value )
for child in $hair_parts.get_children(): for child in $hair_parts.get_children():
var skeleton = child.get_node( "skeleton" ) var skeleton = child.get_node( "skeleton" )
for node in skeleton.get_children(): for node in skeleton.get_children():
if node is MeshInstance: if node is MeshInstance:
node.set( "blend_shapes/"+p_blend_shape_name, p_value ) node.set( "blend_shapes/"+p_blend_shape_name, p_value )
for child in $cloths.get_children(): for child in $cloths.get_children():
var skeleton = child.get_node( "skeleton" ) var skeleton = child.get_node( "skeleton" )
for node in skeleton.get_children(): for node in skeleton.get_children():
if node is MeshInstance: if node is MeshInstance:
node.set( "blend_shapes/"+p_blend_shape_name, p_value ) node.set( "blend_shapes/"+p_blend_shape_name, p_value )
func load_from_name( p_name, p_emplacement = "usr" ): func load_from_name( p_name, p_emplacement = "usr" ):
var new_creature = Datas.Human.new() var new_creature = Datas.Human.new()
var name_split = p_name.split( "_" ) var name_split = p_name.split( "_" )
new_creature.set_data( "first_name", name_split[0] ) new_creature.set_data( "first_name", name_split[0] )
new_creature.set_data( "last_name", name_split[1] ) new_creature.set_data( "last_name", name_split[1] )
new_creature.load( null, p_emplacement ) new_creature.load( null, p_emplacement )
self.creature = new_creature self.creature = new_creature
self.update() self.update()
func update(): func update():
Config.msg_debug("Update")
if self.creature: if self.creature:
Config.msg_debug("scale:" + str(self.scale) + " y:" + str(self.translation.y))
self.scale = Vector3( self.creature.get_data( "size" ), self.creature.get_data( "size" ), self.creature.get_data( "size" ) ) if self.scale.y != self.creature.get_data( "size" ):
var delta_y = self.translation.y - self.scale.y
self.set_blend_shape( "caucasian", self.creature.get_data( "caucasian" ) ) Config.msg_debug("scale:" + str(self.scale) + " y:" + str(self.translation.y) + " deltaY:" + str(delta_y))
self.set_blend_shape( "african", self.creature.get_data( "african" ) ) self.scale = Vector3( self.creature.get_data( "size" ), self.creature.get_data( "size" ), self.creature.get_data( "size" ) )
self.set_blend_shape( "asian", self.creature.get_data( "asian" ) ) self.translation.y = self.scale.y + delta_y
Config.msg_debug("scale:" + str(self.scale) + " y:" + str(self.translation.y) + " deltaY:" + str(self.translation.y - self.scale.y))
if self.creature.get_data( "sex" ) == Globals.SEX.female:
if self.creature.get_data( "skin" ) == 0: self.set_blend_shape( "caucasian", self.creature.get_data( "caucasian" ) )
self.get_node( "body_parts/body/skeleton/body" ).get_surface_material( 0 ).set_shader_param( "texture_albedo", preload( "res://assets/creatures/human/textures/young_lightskinned_female_diffuse.png" ) ) self.set_blend_shape( "african", self.creature.get_data( "african" ) )
elif self.creature.get_data( "skin" ) == 1: self.set_blend_shape( "asian", self.creature.get_data( "asian" ) )
self.get_node( "body_parts/body/skeleton/body" ).get_surface_material( 0 ).set_shader_param( "texture_albedo", preload( "res://assets/creatures/human/textures/young_lightskinned_female_diffuse3.png" ) )
elif self.creature.get_data( "skin" ) == 2: if self.creature.get_data( "sex" ) == Globals.SEX.female:
self.get_node( "body_parts/body/skeleton/body" ).get_surface_material( 0 ).set_shader_param( "texture_albedo", preload( "res://assets/creatures/human/textures/young_darkskinned_female_diffuse.png" ) ) if self.creature.get_data( "skin" ) == 0:
elif self.creature.get_data( "sex" ) == Globals.SEX.male: self.get_node( "body_parts/body/skeleton/body" ).get_surface_material( 0 ).set_shader_param( "texture_albedo", preload( "res://assets/creatures/human/textures/young_lightskinned_female_diffuse.png" ) )
if self.creature.get_data( "skin" ) == 0: elif self.creature.get_data( "skin" ) == 1:
self.get_node( "body_parts/body/skeleton/body" ).get_surface_material( 0 ).set_shader_param( "texture_albedo", preload( "res://assets/creatures/human/textures/young_lightskinned_male_diffuse2.png" ) ) self.get_node( "body_parts/body/skeleton/body" ).get_surface_material( 0 ).set_shader_param( "texture_albedo", preload( "res://assets/creatures/human/textures/young_lightskinned_female_diffuse3.png" ) )
elif self.creature.get_data( "skin" ) == 1: elif self.creature.get_data( "skin" ) == 2:
self.get_node( "body_parts/body/skeleton/body" ).get_surface_material( 0 ).set_shader_param( "texture_albedo", preload( "res://assets/creatures/human/textures/young_lightskinned_male_diffuse3.png" ) ) self.get_node( "body_parts/body/skeleton/body" ).get_surface_material( 0 ).set_shader_param( "texture_albedo", preload( "res://assets/creatures/human/textures/young_darkskinned_female_diffuse.png" ) )
elif self.creature.get_data( "skin" ) == 2: elif self.creature.get_data( "sex" ) == Globals.SEX.male:
self.get_node( "body_parts/body/skeleton/body" ).get_surface_material( 0 ).set_shader_param( "texture_albedo", preload( "res://assets/creatures/human/textures/young_darkskinned_male_diffuse.png" ) ) if self.creature.get_data( "skin" ) == 0:
self.get_node( "body_parts/body/skeleton/body" ).get_surface_material( 0 ).set_shader_param( "texture_albedo", preload( "res://assets/creatures/human/textures/young_lightskinned_male_diffuse2.png" ) )
elif self.creature.get_data( "skin" ) == 1:
self.get_node( "body_parts/body/skeleton/body" ).get_surface_material( 0 ).set_shader_param( "texture_albedo", preload( "res://assets/creatures/human/textures/young_lightskinned_male_diffuse3.png" ) )
elif self.creature.get_data( "skin" ) == 2:
self.get_node( "body_parts/body/skeleton/body" ).get_surface_material( 0 ).set_shader_param( "texture_albedo", preload( "res://assets/creatures/human/textures/young_darkskinned_male_diffuse.png" ) )
if self.creature.get_data( "sex" ) == Globals.SEX.female: if self.creature.get_data( "sex" ) == Globals.SEX.female:
if self.creature.get_data( "hair" ) == 0: if self.creature.get_data( "hair" ) == 0:
self.get_node( "hair_parts/mh_human_female_hair" ).hide() self.get_node( "hair_parts/mh_human_female_hair" ).hide()
elif self.creature.get_data( "hair" ) == 1: elif self.creature.get_data( "hair" ) == 1:
self.get_node( "hair_parts/mh_human_female_hair" ).show() self.get_node( "hair_parts/mh_human_female_hair" ).show()
self.get_node( "hair_parts/mh_human_female_hair/skeleton/hair" ).get_surface_material( 0 ).albedo_texture = preload( "res://assets/creatures/human/textures/human_female_hair_001.png" ) self.get_node( "hair_parts/mh_human_female_hair/skeleton/hair" ).get_surface_material( 0 ).albedo_texture = preload( "res://assets/creatures/human/textures/human_female_hair_001.png" )
elif self.creature.get_data( "hair" ) == 2: elif self.creature.get_data( "hair" ) == 2:
self.get_node( "hair_parts/mh_human_female_hair" ).show() self.get_node( "hair_parts/mh_human_female_hair" ).show()
self.get_node( "hair_parts/mh_human_female_hair/skeleton/hair" ).get_surface_material( 0 ).albedo_texture = preload( "res://assets/creatures/human/textures/human_female_hair_002.png" ) self.get_node( "hair_parts/mh_human_female_hair/skeleton/hair" ).get_surface_material( 0 ).albedo_texture = preload( "res://assets/creatures/human/textures/human_female_hair_002.png" )
elif self.creature.get_data( "sex" ) == Globals.SEX.male: elif self.creature.get_data( "sex" ) == Globals.SEX.male:
if self.creature.get_data( "hair" ) == 0: if self.creature.get_data( "hair" ) == 0:
self.get_node( "hair_parts/mh_human_male_hair" ).hide() self.get_node( "hair_parts/mh_human_male_hair" ).hide()
elif self.creature.get_data( "hair" ) == 1: elif self.creature.get_data( "hair" ) == 1:
self.get_node( "hair_parts/mh_human_male_hair" ).show() self.get_node( "hair_parts/mh_human_male_hair" ).show()
self.get_node( "hair_parts/mh_human_male_hair/skeleton/hair" ).get_surface_material( 0 ).albedo_texture = preload( "res://assets/creatures/human/textures/human_male_hair.png" ) self.get_node( "hair_parts/mh_human_male_hair/skeleton/hair" ).get_surface_material( 0 ).albedo_texture = preload( "res://assets/creatures/human/textures/human_male_hair.png" )
for hair in $hair_parts.get_children(): for hair in $hair_parts.get_children():
if hair.has_node( "skeleton/hair" ) and hair.get_node( "skeleton/hair" ).get_surface_material( 0 ): if hair.has_node( "skeleton/hair" ) and hair.get_node( "skeleton/hair" ).get_surface_material( 0 ):
hair.get_node( "skeleton/hair" ).get_surface_material( 0 ).albedo_color = self.creature.get_data( "hair_color" ) hair.get_node( "skeleton/hair" ).get_surface_material( 0 ).albedo_color = self.creature.get_data( "hair_color" )
if self.creature.get_data( "muscles" ) > 0.0: if self.creature.get_data( "muscles" ) > 0.0:
self.set_blend_shape( "muscles_min", 0.0 ) self.set_blend_shape( "muscles_min", 0.0 )
self.set_blend_shape( "muscles_max", self.creature.get_data( "muscles" ) ) self.set_blend_shape( "muscles_max", self.creature.get_data( "muscles" ) )
elif self.creature.get_data( "muscles" ) < 0.0: elif self.creature.get_data( "muscles" ) < 0.0:
self.set_blend_shape( "muscles_min", -self.creature.get_data( "muscles" ) ) self.set_blend_shape( "muscles_min", -self.creature.get_data( "muscles" ) )
self.set_blend_shape( "muscles_max", 0.0 ) self.set_blend_shape( "muscles_max", 0.0 )
else: else:
self.set_blend_shape( "muscles_min", 0.0 ) self.set_blend_shape( "muscles_min", 0.0 )
self.set_blend_shape( "muscles_max", 0.0 ) self.set_blend_shape( "muscles_max", 0.0 )
if self.creature.get_data( "fat" ) > 0.0: if self.creature.get_data( "fat" ) > 0.0:
self.set_blend_shape( "fat_min", 0.0 ) self.set_blend_shape( "fat_min", 0.0 )
self.set_blend_shape( "fat_max", self.creature.get_data( "fat" ) ) self.set_blend_shape( "fat_max", self.creature.get_data( "fat" ) )
elif self.creature.get_data( "fat" ) < 0.0: elif self.creature.get_data( "fat" ) < 0.0:
self.set_blend_shape( "fat_min", -self.creature.get_data( "fat" ) ) self.set_blend_shape( "fat_min", -self.creature.get_data( "fat" ) )
self.set_blend_shape( "fat_max", 0.0 ) self.set_blend_shape( "fat_max", 0.0 )
else: else:
self.set_blend_shape( "fat_min", 0.0 ) self.set_blend_shape( "fat_min", 0.0 )
self.set_blend_shape( "fat_max", 0.0 ) self.set_blend_shape( "fat_max", 0.0 )
if self.creature.get_data( "proportion" ) > 0.0: if self.creature.get_data( "proportion" ) > 0.0:
self.set_blend_shape( "proportion_min", 0.0 ) self.set_blend_shape( "proportion_min", 0.0 )
self.set_blend_shape( "proportion_max", self.creature.get_data( "proportion" ) ) self.set_blend_shape( "proportion_max", self.creature.get_data( "proportion" ) )
elif self.creature.get_data( "proportion" ) < 0.0: elif self.creature.get_data( "proportion" ) < 0.0:
self.set_blend_shape( "proportion_min", -self.creature.get_data( "proportion" ) ) self.set_blend_shape( "proportion_min", -self.creature.get_data( "proportion" ) )
self.set_blend_shape( "proportion_max", 0.0 ) self.set_blend_shape( "proportion_max", 0.0 )
else: else:
self.set_blend_shape( "proportion_min", 0.0 ) self.set_blend_shape( "proportion_min", 0.0 )
self.set_blend_shape( "proportion_max", 0.0 ) self.set_blend_shape( "proportion_max", 0.0 )
if self.creature.get_data( "breast" ) > 0.0: if self.creature.get_data( "breast" ) > 0.0:
self.set_blend_shape( "breast_min", 0.0 ) self.set_blend_shape( "breast_min", 0.0 )
self.set_blend_shape( "breast_max", self.creature.get_data( "breast" ) ) self.set_blend_shape( "breast_max", self.creature.get_data( "breast" ) )
elif self.creature.get_data( "breast" ) < 0.0: elif self.creature.get_data( "breast" ) < 0.0:
self.set_blend_shape( "breast_min", -self.creature.get_data( "breast" ) ) self.set_blend_shape( "breast_min", -self.creature.get_data( "breast" ) )
self.set_blend_shape( "breast_max", 0.0 ) self.set_blend_shape( "breast_max", 0.0 )
else: else:
self.set_blend_shape( "breast_min", 0.0 ) self.set_blend_shape( "breast_min", 0.0 )
self.set_blend_shape( "breast_max", 0.0 ) self.set_blend_shape( "breast_max", 0.0 )
if self.creature.get_data( "sex" ) == Globals.SEX.female: if self.creature.get_data( "sex" ) == Globals.SEX.female:
self.set_blend_shape( "pregnancy", self.creature.get_data( "pregnancy" ) ) self.set_blend_shape( "pregnancy", self.creature.get_data( "pregnancy" ) )
# Skin tone. # Skin tone.
if self.get_node( "body_parts/body/skeleton/body" ).get( "material/0" ) and self.get_node( "body_parts/body/skeleton/body" ).get( "material/0" ) is ShaderMaterial: if self.get_node( "body_parts/body/skeleton/body" ).get( "material/0" ) and self.get_node( "body_parts/body/skeleton/body" ).get( "material/0" ) is ShaderMaterial:
var color = self.get_node( "body_parts/body/skeleton/body" ).get( "material/0" ).get_shader_param( "albedo" ) var color = self.get_node( "body_parts/body/skeleton/body" ).get( "material/0" ).get_shader_param( "albedo" )
color.v = 1.0 - self.creature.get_data( "skin_tone" ) color.v = 1.0 - self.creature.get_data( "skin_tone" )
self.get_node( "body_parts/body/skeleton/body" ).get( "material/0" ).set_shader_param( "albedo", color ) self.get_node( "body_parts/body/skeleton/body" ).get( "material/0" ).set_shader_param( "albedo", color )
self.set_blend_shape( "cleft_chin", self.creature.get_data( "cleft_chin" ) ) self.set_blend_shape( "cleft_chin", self.creature.get_data( "cleft_chin" ) )
self.set_blend_shape( "chin_angle", self.creature.get_data( "chin_angle" ) ) self.set_blend_shape( "chin_angle", self.creature.get_data( "chin_angle" ) )
if self.creature.get_data( "mouth_horiz" ) > 0.0: if self.creature.get_data( "mouth_horiz" ) > 0.0:
self.set_blend_shape( "mouth_horiz_min", 0.0 ) self.set_blend_shape( "mouth_horiz_min", 0.0 )
self.set_blend_shape( "mouth_horiz_max", self.creature.get_data( "mouth_horiz" ) ) self.set_blend_shape( "mouth_horiz_max", self.creature.get_data( "mouth_horiz" ) )
elif self.creature.get_data( "mouth_horiz" ) < 0.0: elif self.creature.get_data( "mouth_horiz" ) < 0.0:
self.set_blend_shape( "mouth_horiz_min", -self.creature.get_data( "mouth_horiz" ) ) self.set_blend_shape( "mouth_horiz_min", -self.creature.get_data( "mouth_horiz" ) )
self.set_blend_shape( "mouth_horiz_max", 0.0 ) self.set_blend_shape( "mouth_horiz_max", 0.0 )
else: else:
self.set_blend_shape( "mouth_horiz_min", 0.0 ) self.set_blend_shape( "mouth_horiz_min", 0.0 )
self.set_blend_shape( "mouth_horiz_max", 0.0 ) self.set_blend_shape( "mouth_horiz_max", 0.0 )
if self.creature.get_data( "mouth_vert" ) > 0.0: if self.creature.get_data( "mouth_vert" ) > 0.0:
self.set_blend_shape( "mouth_vert_min", 0.0 ) self.set_blend_shape( "mouth_vert_min", 0.0 )
self.set_blend_shape( "mouth_vert_max", self.creature.get_data( "mouth_vert" ) ) self.set_blend_shape( "mouth_vert_max", self.creature.get_data( "mouth_vert" ) )
elif self.creature.get_data( "mouth_vert" ) < 0.0: elif self.creature.get_data( "mouth_vert" ) < 0.0:
self.set_blend_shape( "mouth_vert_min", -self.creature.get_data( "mouth_vert" ) ) self.set_blend_shape( "mouth_vert_min", -self.creature.get_data( "mouth_vert" ) )
self.set_blend_shape( "mouth_vert_max", 0.0 ) self.set_blend_shape( "mouth_vert_max", 0.0 )
else: else:
self.set_blend_shape( "mouth_vert_min", 0.0 ) self.set_blend_shape( "mouth_vert_min", 0.0 )
self.set_blend_shape( "mouth_vert_max", 0.0 ) self.set_blend_shape( "mouth_vert_max", 0.0 )
if self.creature.get_data( "nose_galbe" ) > 0.0: if self.creature.get_data( "nose_galbe" ) > 0.0:
self.set_blend_shape( "nose_galbe_min", 0.0 ) self.set_blend_shape( "nose_galbe_min", 0.0 )
self.set_blend_shape( "nose_galbe_max", self.creature.get_data( "nose_galbe" ) ) self.set_blend_shape( "nose_galbe_max", self.creature.get_data( "nose_galbe" ) )
elif self.creature.get_data( "nose_galbe" ) < 0.0: elif self.creature.get_data( "nose_galbe" ) < 0.0:
self.set_blend_shape( "nose_galbe_min", -self.creature.get_data( "nose_galbe" ) ) self.set_blend_shape( "nose_galbe_min", -self.creature.get_data( "nose_galbe" ) )
self.set_blend_shape( "nose_galbe_max", 0.0 ) self.set_blend_shape( "nose_galbe_max", 0.0 )
else: else:
self.set_blend_shape( "nose_galbe_min", 0.0 ) self.set_blend_shape( "nose_galbe_min", 0.0 )
self.set_blend_shape( "nose_galbe_max", 0.0 ) self.set_blend_shape( "nose_galbe_max", 0.0 )
if self.creature.get_data( "nose_grec" ) > 0.0: if self.creature.get_data( "nose_grec" ) > 0.0:
self.set_blend_shape( "nose_grec_min", 0.0 ) self.set_blend_shape( "nose_grec_min", 0.0 )
self.set_blend_shape( "nose_grec_max", self.creature.get_data( "nose_grec" ) ) self.set_blend_shape( "nose_grec_max", self.creature.get_data( "nose_grec" ) )
elif self.creature.get_data( "nose_grec" ) < 0.0: elif self.creature.get_data( "nose_grec" ) < 0.0:
self.set_blend_shape( "nose_grec_min", -self.creature.get_data( "nose_grec" ) ) self.set_blend_shape( "nose_grec_min", -self.creature.get_data( "nose_grec" ) )
self.set_blend_shape( "nose_grec_max", 0.0 ) self.set_blend_shape( "nose_grec_max", 0.0 )
else: else:
self.set_blend_shape( "nose_grec_min", 0.0 ) self.set_blend_shape( "nose_grec_min", 0.0 )
self.set_blend_shape( "nose_grec_max", 0.0 ) self.set_blend_shape( "nose_grec_max", 0.0 )
if self.creature.get_data( "nose_horiz" ) > 0.0: if self.creature.get_data( "nose_horiz" ) > 0.0:
self.set_blend_shape( "nose_horiz_min", 0.0 ) self.set_blend_shape( "nose_horiz_min", 0.0 )
self.set_blend_shape( "nose_horiz_max", self.creature.get_data( "nose_horiz" ) ) self.set_blend_shape( "nose_horiz_max", self.creature.get_data( "nose_horiz" ) )
elif self.creature.get_data( "nose_horiz" ) < 0.0: elif self.creature.get_data( "nose_horiz" ) < 0.0:
self.set_blend_shape( "nose_horiz_min", -self.creature.get_data( "nose_horiz" ) ) self.set_blend_shape( "nose_horiz_min", -self.creature.get_data( "nose_horiz" ) )
self.set_blend_shape( "nose_horiz_max", 0.0 ) self.set_blend_shape( "nose_horiz_max", 0.0 )
else: else:
self.set_blend_shape( "nose_horiz_min", 0.0 ) self.set_blend_shape( "nose_horiz_min", 0.0 )
self.set_blend_shape( "nose_horiz_max", 0.0 ) self.set_blend_shape( "nose_horiz_max", 0.0 )
if self.creature.get_data( "nose_depth" ) > 0.0: if self.creature.get_data( "nose_depth" ) > 0.0:
self.set_blend_shape( "nose_depth_min", 0.0 ) self.set_blend_shape( "nose_depth_min", 0.0 )
self.set_blend_shape( "nose_depth_max", self.creature.get_data( "nose_depth" ) ) self.set_blend_shape( "nose_depth_max", self.creature.get_data( "nose_depth" ) )
elif self.creature.get_data( "nose_depth" ) < 0.0: elif self.creature.get_data( "nose_depth" ) < 0.0:
self.set_blend_shape( "nose_depth_min", -self.creature.get_data( "nose_depth" ) ) self.set_blend_shape( "nose_depth_min", -self.creature.get_data( "nose_depth" ) )
self.set_blend_shape( "nose_depth_max", 0.0 ) self.set_blend_shape( "nose_depth_max", 0.0 )
else: else:
self.set_blend_shape( "nose_depth_min", 0.0 ) self.set_blend_shape( "nose_depth_min", 0.0 )
self.set_blend_shape( "nose_depth_max", 0.0 ) self.set_blend_shape( "nose_depth_max", 0.0 )
self.get_node( "body_parts/body/skeleton/eyes" ).get_surface_material( 0 ).albedo_texture = load( "res://assets/creatures/human/textures/"+self.eye_color_list[ self.creature.get_data( "eyes_color", 0 ) ]+".png" ) self.get_node( "body_parts/body/skeleton/eyes" ).get_surface_material( 0 ).albedo_texture = load( "res://assets/creatures/human/textures/"+self.eye_color_list[ self.creature.get_data( "eyes_color", 0 ) ]+".png" )
if self.creature.get_data( "eyes_vert" ) > 0.0: if self.creature.get_data( "eyes_vert" ) > 0.0:
self.set_blend_shape( "eyes_vert_min", 0.0 ) self.set_blend_shape( "eyes_vert_min", 0.0 )
self.set_blend_shape( "eyes_vert_max", self.creature.get_data( "eyes_vert" ) ) self.set_blend_shape( "eyes_vert_max", self.creature.get_data( "eyes_vert" ) )
elif self.creature.get_data( "eyes_vert" ) < 0.0: elif self.creature.get_data( "eyes_vert" ) < 0.0:
self.set_blend_shape( "eyes_vert_min", -self.creature.get_data( "eyes_vert" ) ) self.set_blend_shape( "eyes_vert_min", -self.creature.get_data( "eyes_vert" ) )
self.set_blend_shape( "eyes_vert_max", 0.0 ) self.set_blend_shape( "eyes_vert_max", 0.0 )
else: else:
self.set_blend_shape( "eyes_vert_min", 0.0 ) self.set_blend_shape( "eyes_vert_min", 0.0 )
self.set_blend_shape( "eyes_vert_max", 0.0 ) self.set_blend_shape( "eyes_vert_max", 0.0 )
if self.creature.get_data( "eyes_gap" ) > 0.0: if self.creature.get_data( "eyes_gap" ) > 0.0:
self.set_blend_shape( "eyes_gap_min", 0.0 ) self.set_blend_shape( "eyes_gap_min", 0.0 )
self.set_blend_shape( "eyes_gap_max", self.creature.get_data( "eyes_gap" ) ) self.set_blend_shape( "eyes_gap_max", self.creature.get_data( "eyes_gap" ) )
elif self.creature.get_data( "eyes_gap" ) < 0.0: elif self.creature.get_data( "eyes_gap" ) < 0.0:
self.set_blend_shape( "eyes_gap_min", -self.creature.get_data( "eyes_gap" ) ) self.set_blend_shape( "eyes_gap_min", -self.creature.get_data( "eyes_gap" ) )
self.set_blend_shape( "eyes_gap_max", 0.0 ) self.set_blend_shape( "eyes_gap_max", 0.0 )
else: else:
self.set_blend_shape( "eyes_gap_min", 0.0 ) self.set_blend_shape( "eyes_gap_min", 0.0 )
self.set_blend_shape( "eyes_gap_max", 0.0 ) self.set_blend_shape( "eyes_gap_max", 0.0 )
self.set_blend_shape( "earlobes", self.creature.get_data( "earlobes" ) ) self.set_blend_shape( "earlobes", self.creature.get_data( "earlobes" ) )
self.set_blend_shape( "ears_wing", self.creature.get_data( "ears_wing" ) ) self.set_blend_shape( "ears_wing", self.creature.get_data( "ears_wing" ) )
if self.creature.get_data( "lips_up_shape" ) > 0.0: if self.creature.get_data( "lips_up_shape" ) > 0.0:
self.set_blend_shape( "lips_up_shape_min", 0.0 ) self.set_blend_shape( "lips_up_shape_min", 0.0 )
self.set_blend_shape( "lips_up_shape_max", self.creature.get_data( "lips_up_shape" ) ) self.set_blend_shape( "lips_up_shape_max", self.creature.get_data( "lips_up_shape" ) )
elif self.creature.get_data( "lips_up_shape" ) < 0.0: elif self.creature.get_data( "lips_up_shape" ) < 0.0:
self.set_blend_shape( "lips_up_shape_min", -self.creature.get_data( "lips_up_shape" ) ) self.set_blend_shape( "lips_up_shape_min", -self.creature.get_data( "lips_up_shape" ) )
self.set_blend_shape( "lips_up_shape_max", 0.0 ) self.set_blend_shape( "lips_up_shape_max", 0.0 )
else: else:
self.set_blend_shape( "lips_up_shape_min", 0.0 ) self.set_blend_shape( "lips_up_shape_min", 0.0 )
self.set_blend_shape( "lips_up_shape_max", 0.0 ) self.set_blend_shape( "lips_up_shape_max", 0.0 )
if self.creature.get_data( "lips_up_shape_2" ) > 0.0: if self.creature.get_data( "lips_up_shape_2" ) > 0.0:
self.set_blend_shape( "lips_up_shape_2_min", 0.0 ) self.set_blend_shape( "lips_up_shape_2_min", 0.0 )
self.set_blend_shape( "lips_up_shape_2_max", self.creature.get_data( "lips_up_shape_2" ) ) self.set_blend_shape( "lips_up_shape_2_max", self.creature.get_data( "lips_up_shape_2" ) )
elif self.creature.get_data( "lips_up_shape_2" ) < 0.0: elif self.creature.get_data( "lips_up_shape_2" ) < 0.0:
self.set_blend_shape( "lips_up_shape_2_min", -self.creature.get_data( "lips_up_shape_2" ) ) self.set_blend_shape( "lips_up_shape_2_min", -self.creature.get_data( "lips_up_shape_2" ) )
self.set_blend_shape( "lips_up_shape_2_max", 0.0 ) self.set_blend_shape( "lips_up_shape_2_max", 0.0 )
else: else:
self.set_blend_shape( "lips_up_shape_2_min", 0.0 ) self.set_blend_shape( "lips_up_shape_2_min", 0.0 )
self.set_blend_shape( "lips_up_shape_2_max", 0.0 ) self.set_blend_shape( "lips_up_shape_2_max", 0.0 )
self.set_blend_shape( "nipple_flat", 1.0 ) self.set_blend_shape( "nipple_flat", 1.0 )
func play( anim_name, speed = 1.0 ): func play( anim_name, speed = 1.0 ):
for child in $body_parts.get_children(): for child in $body_parts.get_children():
child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed
if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ): if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ):
child.get_node( "skeleton/AnimationPlayer" ).play( anim_name ) child.get_node( "skeleton/AnimationPlayer" ).play( anim_name )
for child in $hair_parts.get_children(): for child in $hair_parts.get_children():
child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed
if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ): if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ):
child.get_node( "skeleton/AnimationPlayer" ).play( anim_name ) child.get_node( "skeleton/AnimationPlayer" ).play( anim_name )
for child in $cloths.get_children(): for child in $cloths.get_children():
child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed
if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ): if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ):
child.get_node( "skeleton/AnimationPlayer" ).play( anim_name ) child.get_node( "skeleton/AnimationPlayer" ).play( anim_name )
func play_backwards( anim_name, speed = 1.0 ): func play_backwards( anim_name, speed = 1.0 ):
for child in $body_parts.get_children(): for child in $body_parts.get_children():
child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed
if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ): if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ):
child.get_node( "skeleton/AnimationPlayer" ).play_backwards( anim_name ) child.get_node( "skeleton/AnimationPlayer" ).play_backwards( anim_name )
for child in $hair_parts.get_children(): for child in $hair_parts.get_children():
child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed
if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ): if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ):
child.get_node( "skeleton/AnimationPlayer" ).play_backwards( anim_name ) child.get_node( "skeleton/AnimationPlayer" ).play_backwards( anim_name )
for child in $cloths.get_children(): for child in $cloths.get_children():
child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed
if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ): if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ):
child.get_node( "skeleton/AnimationPlayer" ).play_backwards( anim_name ) child.get_node( "skeleton/AnimationPlayer" ).play_backwards( anim_name )
func can_turn(): func can_turn():
var animation_player = $body_parts/body/skeleton/AnimationPlayer var animation_player = $body_parts/body/skeleton/AnimationPlayer
return (animation_player.current_animation.begins_with( "turn_") and animation_player.current_animation_position >= 1.2) or (not animation_player.current_animation.begins_with( "turn_") and not animation_player.current_animation.begins_with( "idle")) return (animation_player.current_animation.begins_with( "turn_") and animation_player.current_animation_position >= 1.2) or (not animation_player.current_animation.begins_with( "turn_") and not animation_player.current_animation.begins_with( "idle"))
func equip( p_item, p_slot = null ): func equip( p_item, p_slot = null ):
var model = load( p_item.get_data( "model_equiped", "") ) var model = load( p_item.get_data( "model_equiped", "") )
if not model: if not model:
model = load( p_item.get_data( "model", "") ) model = load( p_item.get_data( "model", "") )
if model: if model:
model = model.instance() model = model.instance()
var attachment = null var attachment = null
if not p_slot: if not p_slot:
p_slot = p_item.get_data( "default_slot" ) p_slot = p_item.get_data( "default_slot" )
if p_slot and int(p_slot) in self.slots: if p_slot and int(p_slot) in self.slots:
self.unequip( p_slot ) self.unequip( p_slot )
attachment = self.slots[ int(p_slot) ].attachment attachment = self.slots[ int(p_slot) ].attachment
self.slots[ int(p_slot) ].item = p_item self.slots[ int(p_slot) ].item = p_item
if attachment: if attachment:
if attachment == "cloths": if attachment == "cloths":
model.name = str(int(p_slot)) model.name = str(int(p_slot))
$cloths.add_child( model ) $cloths.add_child( model )
var animation = $body_parts/body/skeleton/AnimationPlayer.current_animation var animation = $body_parts/body/skeleton/AnimationPlayer.current_animation
var animation_position = $body_parts/body/skeleton/AnimationPlayer.current_animation_position var animation_position = $body_parts/body/skeleton/AnimationPlayer.current_animation_position
var animation_speed = $body_parts/body/skeleton/AnimationPlayer.playback_speed var animation_speed = $body_parts/body/skeleton/AnimationPlayer.playback_speed
model.get_node( "skeleton/AnimationPlayer" ).stop() model.get_node( "skeleton/AnimationPlayer" ).stop()
model.get_node( "skeleton/AnimationPlayer" ).set( "playback_speed", animation_speed ) model.get_node( "skeleton/AnimationPlayer" ).set( "playback_speed", animation_speed )
model.get_node( "skeleton/AnimationPlayer" ).play( animation ) model.get_node( "skeleton/AnimationPlayer" ).play( animation )
model.get_node( "skeleton/AnimationPlayer" ).advance( animation_position ) model.get_node( "skeleton/AnimationPlayer" ).advance( animation_position )
else: else:
if $body_parts/body/skeleton.has_node( attachment ): if $body_parts/body/skeleton.has_node( attachment ):
$body_parts/body/skeleton.get_node( attachment ).get_node( "handle" ).add_child( model ) $body_parts/body/skeleton.get_node( attachment ).get_node( "handle" ).add_child( model )
emit_signal( "equip", int(p_slot), p_item ) emit_signal( "equip", int(p_slot), p_item )
func unequip( p_slot ): func unequip( p_slot ):
if p_slot and int(p_slot) in self.slots: if p_slot and int(p_slot) in self.slots:
if self.slots[ int(p_slot) ].item: if self.slots[ int(p_slot) ].item:
var attachment = self.slots[ int(p_slot) ].attachment var attachment = self.slots[ int(p_slot) ].attachment
self.slots[ int(p_slot) ].item = null self.slots[ int(p_slot) ].item = null
if attachment: if attachment:
if attachment == "cloths": if attachment == "cloths":
var node = $cloths.get_node( str(p_slot) ) var node = $cloths.get_node( str(p_slot) )
if node: if node:
$cloths.remove_child( node ) $cloths.remove_child( node )
node.queue_free() node.queue_free()
else: else:
for child in $body_parts/body/skeleton.get_node( attachment ).get_node( "handle" ).get_children(): for child in $body_parts/body/skeleton.get_node( attachment ).get_node( "handle" ).get_children():
$body_parts/body/skeleton.get_node( attachment ).get_node( "handle" ).remove_child( child ) $body_parts/body/skeleton.get_node( attachment ).get_node( "handle" ).remove_child( child )
child.queue_free() child.queue_free()
emit_signal( "unequip", int(p_slot) ) emit_signal( "unequip", int(p_slot) )
func drop_item( p_item ): func drop_item( p_item ):
var new_inventory = self.creature.get_data( "inventory" ) var new_inventory = self.creature.get_data( "inventory" )
var item_index = new_inventory.find( p_item ) var item_index = new_inventory.find( p_item )
if item_index != -1: if item_index != -1:
if new_inventory[ item_index ].get_data( "dropable", true ): if new_inventory[ item_index ].get_data( "dropable", true ):
new_inventory[ item_index ].set_data( "number", new_inventory[ item_index ].get_data( "number" )-1 ) new_inventory[ item_index ].set_data( "number", new_inventory[ item_index ].get_data( "number" )-1 )
if new_inventory[ item_index ].get_data( "number" ) <= 0: if new_inventory[ item_index ].get_data( "number" ) <= 0:
new_inventory.remove( item_index ) new_inventory.remove( item_index )
var pickup_item_node = preload( "res://scenes/items/pickup_item.tscn" ).instance() var pickup_item_node = preload( "res://scenes/items/pickup_item.tscn" ).instance()
pickup_item_node.item_filename = p_item.get_filename() pickup_item_node.item_filename = p_item.get_filename()
pickup_item_node.global_transform = $drop_point.global_transform pickup_item_node.global_transform = $drop_point.global_transform
var pickup_item = Datas.PickupItem.new( p_item.get_filename(), $drop_point.global_transform, p_item ) var pickup_item = Datas.PickupItem.new( p_item.get_filename(), $drop_point.global_transform, p_item )
pickup_item_node.item = pickup_item pickup_item_node.item = pickup_item
if self.get_tree().get_root().has_node( "main/scene/game" ): if self.get_tree().get_root().has_node( "main/scene/game" ):
self.get_tree().get_root().get_node( "main/scene/game" ).get_node( "pickups" ).add_child( pickup_item_node ) self.get_tree().get_root().get_node( "main/scene/game" ).get_node( "pickups" ).add_child( pickup_item_node )
func _on_body_animation_finished( anim_name ): func _on_body_animation_finished( anim_name ):
emit_signal( "animation_finished", anim_name ) emit_signal( "animation_finished", anim_name )
func _on_body_limb_body_entered(limb, body): func _on_body_limb_body_entered(limb, body):
if body.is_in_group( "bullet" ): if body.is_in_group( "bullet" ):
if limb == Datas.Cloth.LIMB.head: if limb == Datas.Cloth.LIMB.head:
var blood_particle = preload( "res://scenes/fx/blood_particles.tscn" ).instance() var blood_particle = preload( "res://scenes/fx/blood_particles.tscn" ).instance()
$body_parts/body/skeleton/limb_head.add_child( blood_particle ) $body_parts/body/skeleton/limb_head.add_child( blood_particle )
blood_particle.emit() blood_particle.emit()
emit_signal( "is_dead" ) emit_signal( "is_dead" )
self.creature.set_data( "current_life", 0.0 ) self.creature.set_data( "current_life", 0.0 )
else: else:
var blood_particle = preload( "res://scenes/fx/blood_particles.tscn" ).instance() var blood_particle = preload( "res://scenes/fx/blood_particles.tscn" ).instance()
$body_parts/body/skeleton/limb_torso_1.add_child( blood_particle ) $body_parts/body/skeleton/limb_torso_1.add_child( blood_particle )
blood_particle.emit() blood_particle.emit()

View file

@ -229,7 +229,6 @@ func _on_underwear_button_toggled(button_pressed):
else: else:
$margin_box/window_box/content_box/preview_box/v_box_container/underwear_button.modulate.a = 0.5 $margin_box/window_box/content_box/preview_box/v_box_container/underwear_button.modulate.a = 0.5
func _on_zoom_head_button_toggled(button_pressed): func _on_zoom_head_button_toggled(button_pressed):
emit_signal( "zoom_head_button_toggled", button_pressed ) emit_signal( "zoom_head_button_toggled", button_pressed )

View file

@ -1,8 +1,27 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=7 format=2]
[ext_resource path="res://scenes/characters/character.tscn" type="PackedScene" id=1] [ext_resource path="res://scenes/characters/character.tscn" type="PackedScene" id=1]
[ext_resource path="res://scenes/creatures/creature_creation_menu.tscn" type="PackedScene" id=2] [ext_resource path="res://scenes/creatures/creature_creation_menu.tscn" type="PackedScene" id=2]
[ext_resource path="res://scenes/creatures/creatures_creation.gd" type="Script" id=3] [ext_resource path="res://scenes/creatures/creatures_creation.gd" type="Script" id=3]
[ext_resource path="res://assets/interfaces/creatures_creation/Material.material" type="Material" id=4]
[sub_resource type="ArrayMesh" id=1]
resource_name = "Cube"
surfaces/0 = {
"aabb": AABB( -4, -1, -4, 8.00001, 1.00001, 8 ),
"array_data": PoolByteArray( 0, 0, 128, 64, 0, 0, 0, 0, 0, 0, 128, 192, 0, 0, 129, 0, 0, 127, 0, 127, 0, 57, 0, 56, 0, 0, 128, 64, 0, 0, 0, 0, 0, 0, 128, 192, 0, 127, 0, 0, 129, 0, 0, 127, 0, 57, 0, 56, 0, 0, 128, 64, 0, 0, 0, 0, 0, 0, 128, 192, 127, 0, 0, 0, 0, 127, 0, 127, 0, 57, 0, 56, 0, 0, 128, 64, 0, 0, 128, 191, 0, 0, 128, 192, 0, 129, 0, 0, 127, 0, 0, 127, 0, 54, 0, 56, 0, 0, 128, 64, 0, 0, 128, 191, 0, 0, 128, 192, 0, 0, 129, 0, 0, 127, 0, 127, 0, 54, 0, 56, 0, 0, 128, 64, 0, 0, 128, 191, 0, 0, 128, 192, 127, 0, 0, 0, 0, 127, 0, 127, 0, 54, 0, 56, 0, 0, 128, 64, 0, 0, 0, 0, 0, 0, 128, 64, 0, 0, 127, 0, 0, 127, 0, 127, 0, 57, 0, 52, 0, 0, 128, 64, 0, 0, 0, 0, 0, 0, 128, 64, 0, 127, 0, 0, 129, 0, 0, 127, 0, 57, 0, 52, 0, 0, 128, 64, 0, 0, 0, 0, 0, 0, 128, 64, 127, 0, 0, 0, 0, 127, 0, 127, 0, 57, 0, 52, 0, 0, 128, 64, 0, 0, 128, 191, 0, 0, 128, 64, 0, 129, 0, 0, 127, 0, 0, 127, 0, 54, 0, 52, 0, 0, 128, 64, 0, 0, 128, 191, 0, 0, 128, 64, 0, 0, 127, 0, 0, 127, 0, 127, 0, 54, 0, 52, 0, 0, 128, 64, 0, 0, 128, 191, 0, 0, 128, 64, 127, 0, 0, 0, 0, 127, 0, 127, 0, 54, 0, 52, 0, 0, 128, 192, 0, 0, 0, 0, 0, 0, 128, 192, 129, 0, 0, 0, 0, 127, 0, 127, 0, 57, 0, 58, 0, 0, 128, 192, 0, 0, 0, 0, 0, 0, 128, 192, 0, 0, 129, 0, 0, 127, 0, 127, 0, 57, 0, 58, 0, 0, 128, 192, 0, 0, 0, 0, 0, 0, 128, 192, 0, 127, 0, 0, 129, 0, 0, 127, 0, 59, 0, 56, 0, 0, 128, 192, 0, 0, 128, 191, 0, 0, 128, 192, 129, 0, 0, 0, 0, 127, 0, 127, 0, 54, 0, 58, 0, 0, 128, 192, 0, 0, 128, 191, 0, 0, 128, 192, 0, 129, 0, 0, 127, 0, 0, 127, 0, 48, 0, 56, 0, 0, 128, 192, 0, 0, 128, 191, 0, 0, 128, 192, 0, 0, 129, 0, 0, 127, 0, 127, 0, 54, 0, 58, 0, 0, 128, 192, 0, 0, 0, 0, 0, 0, 128, 64, 129, 0, 0, 0, 0, 127, 0, 127, 0, 57, 0, 60, 0, 0, 128, 192, 0, 0, 0, 0, 0, 0, 128, 64, 0, 0, 127, 0, 0, 127, 0, 127, 0, 57, 0, 0, 0, 0, 128, 192, 0, 0, 0, 0, 0, 0, 128, 64, 0, 127, 0, 0, 129, 0, 0, 127, 0, 59, 0, 52, 0, 0, 128, 192, 0, 0, 128, 191, 0, 0, 128, 64, 129, 0, 0, 0, 0, 127, 0, 127, 0, 54, 0, 60, 0, 0, 128, 192, 0, 0, 128, 191, 0, 0, 128, 64, 0, 129, 0, 0, 127, 0, 0, 127, 0, 48, 0, 52, 0, 0, 128, 192, 0, 0, 128, 191, 0, 0, 128, 64, 0, 0, 127, 0, 0, 127, 0, 127, 0, 54, 0, 0 ),
"array_index_data": PoolByteArray( 1, 0, 20, 0, 14, 0, 1, 0, 7, 0, 20, 0, 10, 0, 19, 0, 6, 0, 10, 0, 23, 0, 19, 0, 21, 0, 12, 0, 18, 0, 21, 0, 15, 0, 12, 0, 16, 0, 9, 0, 3, 0, 16, 0, 22, 0, 9, 0, 5, 0, 8, 0, 2, 0, 5, 0, 11, 0, 8, 0, 17, 0, 0, 0, 13, 0, 17, 0, 4, 0, 0, 0 ),
"blend_shape_data": [ ],
"format": 97559,
"index_count": 36,
"material": ExtResource( 4 ),
"primitive": 4,
"skeleton_aabb": [ ],
"vertex_count": 24
}
[sub_resource type="ConcavePolygonShape" id=2]
data = PoolVector3Array( 4, 0, -4, -4, 0, 4, -4, 0, -4, 4, 0, -4, 4, 0, 4, -4, 0, 4, 4, -1, 4, -4, 0, 4, 4, 0, 4, 4, -1, 4, -4, -1, 4, -4, 0, 4, -4, -1, 4, -4, 0, -4, -4, 0, 4, -4, -1, 4, -4, -1, -4, -4, 0, -4, -4, -1, -4, 4, -1, 4, 4, -1, -4, -4, -1, -4, -4, -1, 4, 4, -1, 4, 4, -1, -4, 4, 0, 4, 4, 0, -4, 4, -1, -4, 4, -1, 4, 4, 0, 4, -4, -1, -4, 4, 0, -4, -4, 0, -4, -4, -1, -4, 4, -1, -4, 4, 0, -4 )
[node name="creatures_creation" type="Spatial"] [node name="creatures_creation" type="Spatial"]
script = ExtResource( 3 ) script = ExtResource( 3 )
@ -27,6 +46,23 @@ gravity = 0.0
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.98872, 2.59328 ) transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.98872, 2.59328 )
light_specular = 0.1 light_specular = 0.1
[node name="root" type="Spatial" parent="."]
[node name="Cube" type="MeshInstance" parent="root"]
mesh = SubResource( 1 )
material/0 = null
[node name="static_body" type="StaticBody" parent="root/Cube"]
[node name="collision_shape" type="CollisionShape" parent="root/Cube/static_body"]
shape = SubResource( 2 )
[node name="Light" type="Spatial" parent="root"]
transform = Transform( -0.290865, 0.566393, 0.771101, -0.0551891, 0.794672, -0.604525, -0.955171, -0.218391, -0.199883, 4.07625, 5.90386, -1.00545 )
[node name="Camera" type="Spatial" parent="root"]
transform = Transform( 0.685921, 0.651558, 0.324014, 0, 0.445271, -0.895396, -0.727676, 0.61417, 0.305421, 7.35889, 4.95831, 6.92579 )
[connection signal="choose_pressed" from="creature_creation_menu" to="." method="_on_creature_creation_menu_choose_pressed"] [connection signal="choose_pressed" from="creature_creation_menu" to="." method="_on_creature_creation_menu_choose_pressed"]
[connection signal="cloths_button_toggled" from="creature_creation_menu" to="." method="_on_creature_creation_menu_cloths_button_toggled"] [connection signal="cloths_button_toggled" from="creature_creation_menu" to="." method="_on_creature_creation_menu_cloths_button_toggled"]
[connection signal="load_pressed" from="creature_creation_menu" to="." method="_on_creature_creation_menu_load_pressed"] [connection signal="load_pressed" from="creature_creation_menu" to="." method="_on_creature_creation_menu_load_pressed"]

View file

@ -30,5 +30,6 @@ transform = Transform( 1, 0, 0, 0, -1.62921e-07, 1, 0, -1, -1.62921e-07, 0, 0, 0
[node name="drop_point" type="Spatial" parent="."] [node name="drop_point" type="Spatial" parent="."]
transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.332089, -0.157172 ) transform = Transform( 1, 0, 0, 0, 1, 0, 0, 0, 1, 0, 0.332089, -0.157172 )
[connection signal="animation_finished" from="body_parts/body" to="." method="_on_body_animation_finished"] [connection signal="animation_finished" from="body_parts/body" to="." method="_on_body_animation_finished"]
[connection signal="limb_body_entered" from="body_parts/body" to="." method="_on_body_limb_body_entered"] [connection signal="limb_body_entered" from="body_parts/body" to="." method="_on_body_limb_body_entered"]

View file

@ -15,31 +15,31 @@ signal animation_finished( anim_name )
signal limb_body_entered( limb, body ) signal limb_body_entered( limb, body )
func _on_AnimationPlayer_animation_finished(anim_name): func _on_AnimationPlayer_animation_finished(anim_name):
emit_signal( \"animation_finished\", anim_name ) emit_signal( \"animation_finished\", anim_name )
func _on_limb_head_area_body_entered(body): func _on_limb_head_area_body_entered(body):
emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.head, body ) emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.head, body )
func _on_limb_tosro_1_body_entered(body): func _on_limb_tosro_1_body_entered(body):
emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.torso, body ) emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.torso, body )
func _on_limb_torso_2_body_entered(body): func _on_limb_torso_2_body_entered(body):
emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.torso, body ) emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.torso, body )
func _on_limb_torso_3_body_entered(body): func _on_limb_torso_3_body_entered(body):
emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.torso, body ) emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.torso, body )
func _on_limb_torso_4_body_entered(body): func _on_limb_torso_4_body_entered(body):
emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.torso, body ) emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.torso, body )
func _on_limb_torso_5_body_entered(body): func _on_limb_torso_5_body_entered(body):
emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.torso, body ) emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.torso, body )
func _on_limb_upper_arm_left_body_entered(body): func _on_limb_upper_arm_left_body_entered(body):
emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.left_upper_arm, body ) emit_signal( \"limb_body_entered\", Datas.Cloth.LIMB.left_upper_arm, body )
" "
@ -179,6 +179,7 @@ bone_name = "pelvis.R"
[node name="handle" type="Spatial" parent="skeleton/attachment_hips_R" index="0"] [node name="handle" type="Spatial" parent="skeleton/attachment_hips_R" index="0"]
transform = Transform( -0.142459, -0.381941, -0.913079, -0.617878, -0.686553, 0.383382, -0.773427, 0.618672, -0.138049, 0.0391004, 0.0367368, 0.013404 ) transform = Transform( -0.142459, -0.381941, -0.913079, -0.617878, -0.686553, 0.383382, -0.773427, 0.618672, -0.138049, 0.0391004, 0.0367368, 0.013404 )
[connection signal="animation_finished" from="skeleton/AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"] [connection signal="animation_finished" from="skeleton/AnimationPlayer" to="." method="_on_AnimationPlayer_animation_finished"]
[connection signal="body_entered" from="skeleton/limb_head/area" to="." method="_on_limb_head_area_body_entered"] [connection signal="body_entered" from="skeleton/limb_head/area" to="." method="_on_limb_head_area_body_entered"]
[connection signal="body_entered" from="skeleton/limb_torso_1/area" to="." method="_on_limb_tosro_1_body_entered"] [connection signal="body_entered" from="skeleton/limb_torso_1/area" to="." method="_on_limb_tosro_1_body_entered"]

View file

@ -5,5 +5,5 @@ class_name focus_reticle
export( Vector2 ) var size = Vector2( 1.0, 1.0 ) setget set_size export( Vector2 ) var size = Vector2( 1.0, 1.0 ) setget set_size
func set_size( p_value ): func set_size( p_value ):
size = p_value size = p_value
self.mesh.size = p_value self.mesh.size = p_value

View file

@ -249,6 +249,7 @@ func add_music(file: String):
self.next_id += 1 self.next_id += 1
playlist_music['player'] = $window_box/scroll_box/musics_box.get_children() playlist_music['player'] = $window_box/scroll_box/musics_box.get_children()
load_music_to_config() load_music_to_config()
auto_sizing_windows()
func _on_music_box_delete_pressed( id ): func _on_music_box_delete_pressed( id ):
@ -256,6 +257,7 @@ func _on_music_box_delete_pressed( id ):
for child in $window_box/scroll_box/musics_box.get_children(): for child in $window_box/scroll_box/musics_box.get_children():
if child.id == id: if child.id == id:
child.queue_free() child.queue_free()
auto_sizing_windows()
func _on_music_box_down_pressed( id ): func _on_music_box_down_pressed( id ):
@ -307,9 +309,35 @@ func move_child_id(id, pos):
load_music_to_config() load_music_to_config()
func auto_sizing_windows():
Config.msg_debug("Auto sizing Jukebox")
var max_x = 0
var max_y = $window_box/controls_box.rect_size.y
for child in $window_box/scroll_box/musics_box.get_children():
var x = 0
for child2 in child.get_children():
x += child2.rect_size.x
if max_x < x:
max_x += x
max_y += 24
var tx = int( (get_viewport().size.x - max_x) / 2 )
var ty = int( (get_viewport().size.y - max_y) / 2 )
if tx <= 20:
max_x = get_viewport().size.x - 20
tx = 10
if ty <= 20:
max_y = get_viewport().size.y - 20
ty = 10
self.rect_size.x = max_x
self.rect_position.x = tx
self.rect_size.y = max_y
self.rect_position.y = ty
func open(): func open():
Config.msg_debug("Open") Config.msg_debug("Open")
update_playermusic() update_playermusic()
# auto_sizing_windows()
self.popup() self.popup()

View file

@ -74,3 +74,7 @@ func _on_sound_button_pressed():
func _on_control_mute_pressed(): func _on_control_mute_pressed():
Config.msg_debug("<Option> Received Signal mute") Config.msg_debug("<Option> Received Signal mute")
update_sound_button() update_sound_button()
func _on_jukebox_button_pressed():
MusicManager.open()

View file

@ -1,4 +1,4 @@
[gd_scene load_steps=19 format=2] [gd_scene load_steps=21 format=2]
[ext_resource path="res://scenes/interfaces/options/options.gd" type="Script" id=1] [ext_resource path="res://scenes/interfaces/options/options.gd" type="Script" id=1]
[ext_resource path="res://assets/interfaces/Login-Khanat-help-button.png" type="Texture" id=2] [ext_resource path="res://assets/interfaces/Login-Khanat-help-button.png" type="Texture" id=2]
@ -18,6 +18,8 @@
[ext_resource path="res://assets/interfaces/Login-Khanat-language-button-hover.png" type="Texture" id=16] [ext_resource path="res://assets/interfaces/Login-Khanat-language-button-hover.png" type="Texture" id=16]
[ext_resource path="res://assets/interfaces/Login-Khanat-settings-button-hover.png" type="Texture" id=17] [ext_resource path="res://assets/interfaces/Login-Khanat-settings-button-hover.png" type="Texture" id=17]
[ext_resource path="res://scenes/interfaces/options/option_settings.tscn" type="PackedScene" id=18] [ext_resource path="res://scenes/interfaces/options/option_settings.tscn" type="PackedScene" id=18]
[ext_resource path="res://assets/interfaces/Login-Khanat-jukebox-button.png" type="Texture" id=19]
[ext_resource path="res://assets/interfaces/Login-Khanat-jukebox-button-hover.png" type="Texture" id=20]
[node name="control" type="Control"] [node name="control" type="Control"]
anchor_right = 1.0 anchor_right = 1.0
@ -32,7 +34,7 @@ __meta__ = {
[node name="options_reduce" type="TextureRect" parent="."] [node name="options_reduce" type="TextureRect" parent="."]
anchor_left = 1.0 anchor_left = 1.0
anchor_right = 1.0 anchor_right = 1.0
margin_left = -416.0 margin_left = -474.0
margin_bottom = 69.0 margin_bottom = 69.0
mouse_default_cursor_shape = 5 mouse_default_cursor_shape = 5
texture = ExtResource( 4 ) texture = ExtResource( 4 )
@ -41,8 +43,8 @@ __meta__ = {
} }
[node name="h_box_container" type="HBoxContainer" parent="options_reduce"] [node name="h_box_container" type="HBoxContainer" parent="options_reduce"]
margin_left = 30.0 margin_left = 45.0
margin_right = 396.0 margin_right = 447.0
margin_bottom = 64.0 margin_bottom = 64.0
alignment = 2 alignment = 2
__meta__ = { __meta__ = {
@ -50,22 +52,21 @@ __meta__ = {
} }
[node name="news_button" type="TextureButton" parent="options_reduce/h_box_container"] [node name="news_button" type="TextureButton" parent="options_reduce/h_box_container"]
margin_left = 22.0 margin_right = 54.0
margin_right = 76.0
margin_bottom = 64.0 margin_bottom = 64.0
texture_normal = ExtResource( 8 ) texture_normal = ExtResource( 8 )
texture_hover = ExtResource( 15 ) texture_hover = ExtResource( 15 )
[node name="language_button" type="TextureButton" parent="options_reduce/h_box_container"] [node name="language_button" type="TextureButton" parent="options_reduce/h_box_container"]
margin_left = 80.0 margin_left = 58.0
margin_right = 134.0 margin_right = 112.0
margin_bottom = 64.0 margin_bottom = 64.0
texture_normal = ExtResource( 9 ) texture_normal = ExtResource( 9 )
texture_hover = ExtResource( 16 ) texture_hover = ExtResource( 16 )
[node name="sound_button" type="TextureButton" parent="options_reduce/h_box_container"] [node name="sound_button" type="TextureButton" parent="options_reduce/h_box_container"]
margin_left = 138.0 margin_left = 116.0
margin_right = 192.0 margin_right = 170.0
margin_bottom = 64.0 margin_bottom = 64.0
texture_normal = ExtResource( 6 ) texture_normal = ExtResource( 6 )
texture_hover = ExtResource( 14 ) texture_hover = ExtResource( 14 )
@ -73,23 +74,30 @@ __meta__ = {
"_edit_use_anchors_": false "_edit_use_anchors_": false
} }
[node name="jukebox_button" type="TextureButton" parent="options_reduce/h_box_container"]
margin_left = 174.0
margin_right = 228.0
margin_bottom = 64.0
texture_normal = ExtResource( 19 )
texture_hover = ExtResource( 20 )
[node name="help_button" type="TextureButton" parent="options_reduce/h_box_container"] [node name="help_button" type="TextureButton" parent="options_reduce/h_box_container"]
margin_left = 196.0 margin_left = 232.0
margin_right = 250.0 margin_right = 286.0
margin_bottom = 64.0 margin_bottom = 64.0
texture_normal = ExtResource( 2 ) texture_normal = ExtResource( 2 )
texture_hover = ExtResource( 7 ) texture_hover = ExtResource( 7 )
[node name="settings_button" type="TextureButton" parent="options_reduce/h_box_container"] [node name="settings_button" type="TextureButton" parent="options_reduce/h_box_container"]
margin_left = 254.0 margin_left = 290.0
margin_right = 308.0 margin_right = 344.0
margin_bottom = 64.0 margin_bottom = 64.0
texture_normal = ExtResource( 5 ) texture_normal = ExtResource( 5 )
texture_hover = ExtResource( 17 ) texture_hover = ExtResource( 17 )
[node name="quit_button" type="TextureButton" parent="options_reduce/h_box_container"] [node name="quit_button" type="TextureButton" parent="options_reduce/h_box_container"]
margin_left = 312.0 margin_left = 348.0
margin_right = 366.0 margin_right = 402.0
margin_bottom = 64.0 margin_bottom = 64.0
texture_normal = ExtResource( 3 ) texture_normal = ExtResource( 3 )
texture_hover = ExtResource( 10 ) texture_hover = ExtResource( 10 )
@ -117,6 +125,7 @@ visible = false
[connection signal="pressed" from="options_reduce/h_box_container/news_button" to="." method="_on_news_button_pressed"] [connection signal="pressed" from="options_reduce/h_box_container/news_button" to="." method="_on_news_button_pressed"]
[connection signal="pressed" from="options_reduce/h_box_container/language_button" to="." method="_on_language_button_pressed"] [connection signal="pressed" from="options_reduce/h_box_container/language_button" to="." method="_on_language_button_pressed"]
[connection signal="pressed" from="options_reduce/h_box_container/sound_button" to="." method="_on_sound_button_pressed"] [connection signal="pressed" from="options_reduce/h_box_container/sound_button" to="." method="_on_sound_button_pressed"]
[connection signal="pressed" from="options_reduce/h_box_container/jukebox_button" to="." method="_on_jukebox_button_pressed"]
[connection signal="pressed" from="options_reduce/h_box_container/help_button" to="." method="_on_help_button_pressed"] [connection signal="pressed" from="options_reduce/h_box_container/help_button" to="." method="_on_help_button_pressed"]
[connection signal="pressed" from="options_reduce/h_box_container/settings_button" to="." method="_on_settings_button_pressed"] [connection signal="pressed" from="options_reduce/h_box_container/settings_button" to="." method="_on_settings_button_pressed"]
[connection signal="pressed" from="options_reduce/h_box_container/quit_button" to="." method="_on_quit_button_pressed"] [connection signal="pressed" from="options_reduce/h_box_container/quit_button" to="." method="_on_quit_button_pressed"]

View file

@ -11,13 +11,14 @@ var is_scene_loading = false
var creature_selected_slot = null var creature_selected_slot = null
var creature_selected_filename = null var creature_selected_filename = null
func _ready(): func _ready():
Connection.connect( "connection_ok", self, "_on_connexion_ok" ) Connection.connect( "connection_ok", self, "_on_connexion_ok" )
Connection.connect( "connection_error", self, "_on_connection_error" ) Connection.connect( "connection_error", self, "_on_connection_error" )
#GeneratorMap.GenerateSphere()
#GeneratorMap.GenerateMap("res://ground-0-2-high.png", 0 , 0)
#GeneratorMap.GenerateMap("res://ground-0-4-high.png", 0 , 0)
Globals.ressource_queue.start() Globals.ressource_queue.start()
func _process(_time): func _process(_time):
if self.is_scene_loading: if self.is_scene_loading:
if Globals.ressource_queue.is_ready( self.current_scene_path ): if Globals.ressource_queue.is_ready( self.current_scene_path ):
@ -124,7 +125,7 @@ func goto_scene( p_path ):
# self.current_scene = scene_resource.instance() # self.current_scene = scene_resource.instance()
# self.get_node("scene").add_child(self.current_scene) # self.get_node("scene").add_child(self.current_scene)
# self.is_scene_loading = false # self.is_scene_loading = false
#func update_progress(): #func update_progress():
# self.get_node("loading_screen/progress_bar").value = Globals.ressource_queue.get_progress( self.current_scene_path ) # self.get_node("loading_screen/progress_bar").value = Globals.ressource_queue.get_progress( self.current_scene_path )
# #

View file

@ -1,8 +1,9 @@
[gd_scene load_steps=4 format=2] [gd_scene load_steps=5 format=2]
[ext_resource path="res://scenes/interfaces/main_menu/main_menu.tscn" type="PackedScene" id=1] [ext_resource path="res://scenes/interfaces/main_menu/main_menu.tscn" type="PackedScene" id=1]
[ext_resource path="res://scenes/interfaces/loading_screen/loading_screen.tscn" type="PackedScene" id=2] [ext_resource path="res://scenes/interfaces/loading_screen/loading_screen.tscn" type="PackedScene" id=2]
[ext_resource path="res://scenes/main/main.gd" type="Script" id=3] [ext_resource path="res://scenes/main/main.gd" type="Script" id=3]
[ext_resource path="res://map0-0.tres" type="ArrayMesh" id=5]
[node name="main" type="Spatial"] [node name="main" type="Spatial"]
script = ExtResource( 3 ) script = ExtResource( 3 )
@ -16,5 +17,10 @@ margin_bottom = 1.49829
[node name="loading_screen" parent="." instance=ExtResource( 2 )] [node name="loading_screen" parent="." instance=ExtResource( 2 )]
visible = false visible = false
[node name="mesh_instance_2" type="MeshInstance" parent="."]
visible = false
mesh = ExtResource( 5 )
material/0 = null
[connection signal="play_pressed" from="main_menu" to="." method="_on_main_menu_play_pressed"] [connection signal="play_pressed" from="main_menu" to="." method="_on_main_menu_play_pressed"]
[connection signal="quit_pressed" from="main_menu" to="." method="_on_main_menu_quit_pressed"] [connection signal="quit_pressed" from="main_menu" to="." method="_on_main_menu_quit_pressed"]

View file

@ -67,6 +67,7 @@ material/0 = SubResource( 3 )
[node name="collision_shape" type="CollisionShape" parent="character/crosshair/crosshair_area"] [node name="collision_shape" type="CollisionShape" parent="character/crosshair/crosshair_area"]
shape = SubResource( 4 ) shape = SubResource( 4 )
[connection signal="equip" from="character" to="." method="_on_character_equip"] [connection signal="equip" from="character" to="." method="_on_character_equip"]
[connection signal="unequip" from="character" to="." method="_on_character_unequip"] [connection signal="unequip" from="character" to="." method="_on_character_unequip"]
[connection signal="body_entered" from="character/interact_area" to="." method="_on_interact_area_body_entered"] [connection signal="body_entered" from="character/interact_area" to="." method="_on_interact_area_body_entered"]