extends CollisionShape signal animation_finished( anim_name ) signal equip( p_slot, p_item ) signal unequip( p_slot ) signal is_dead var Human = load("res://ressources/scripts/datas/human.gd") var Equipment = load("res://ressources/scripts/datas/equipment.gd") var PickupItem = load("res://ressources/scripts/datas/pickup_item.gd") var Cloth = load("res://ressources/scripts/datas/cloth.gd") var creature = Human.new() var eye_color_list = [ "blue_eye", "bluegreen_eye","brown_eye","deepblue_eye","green_eye","grey_eye","ice_eye","lightblue_eye" ] class Slot: var item = null var attachment = null func _init( p_attachment = null ): self.attachment = p_attachment var slots = { Equipment.SLOT.cloth_hand: Slot.new( "cloths" )\ , Equipment.SLOT.cloth_face: Slot.new( "cloths" )\ , Equipment.SLOT.cloth_head: Slot.new( "cloths" )\ , Equipment.SLOT.cloth_torso: Slot.new( "cloths" )\ , Equipment.SLOT.cloth_legs: Slot.new( "cloths" )\ , Equipment.SLOT.cloth_feet: Slot.new( "cloths" )\ , Equipment.SLOT.cloth_back: Slot.new( "cloths" )\ , Equipment.SLOT.weapon_hand_right: Slot.new( "attachment_hand_R" )\ , Equipment.SLOT.weapon_hand_left: Slot.new( "attachment_hand_L" )\ , Equipment.SLOT.weapon_hands: Slot.new( "attachment_hand_R" )\ , Equipment.SLOT.weapon_hip_right: Slot.new( "attachment_hips_R" )\ , Equipment.SLOT.weapon_hip_left: Slot.new( "attachment_hips_L" )\ , Equipment.SLOT.weapon_back_right: Slot.new()\ , Equipment.SLOT.weapon_back_left: Slot.new()\ , Equipment.SLOT.weapon_holster_right: Slot.new()\ , Equipment.SLOT.weapon_holster_left: Slot.new() } func _ready(): self.duplicate_meshes() func duplicate_meshes(): for body in $body_parts.get_children(): for mesh in body.get_node( "skeleton" ).get_children(): if mesh is MeshInstance: var new_mat = mesh.get( "material/0" ).duplicate() var new_mesh = mesh.mesh.duplicate() mesh.mesh = new_mesh mesh.set( "material/0", new_mat ) for body in $hair_parts.get_children(): for mesh in body.get_node( "skeleton" ).get_children(): if mesh is MeshInstance: var new_mat = mesh.get( "material/0" ).duplicate() var new_mesh = mesh.mesh.duplicate() mesh.mesh = new_mesh mesh.set( "material/0", new_mat ) for body in $cloths.get_children(): for mesh in body.get_node( "skeleton" ).get_children(): if mesh is MeshInstance: var new_mat = mesh.get( "material/0" ).duplicate() var new_mesh = mesh.mesh.duplicate() mesh.mesh = new_mesh mesh.set( "material/0", new_mat ) self.update() func set_blend_shape( p_blend_shape_name, p_value ): for child in $body_parts.get_children(): Config.msg_debug("Child / name:" + child.name) var skeleton = child.get_node( "skeleton" ) for node in skeleton.get_children(): if node is MeshInstance: Config.msg_debug("Node / name:" + node.name) node.set( "blend_shapes/"+p_blend_shape_name, p_value ) for child in $hair_parts.get_children(): var skeleton = child.get_node( "skeleton" ) for node in skeleton.get_children(): if node is MeshInstance: node.set( "blend_shapes/"+p_blend_shape_name, p_value ) for child in $cloths.get_children(): var skeleton = child.get_node( "skeleton" ) for node in skeleton.get_children(): if node is MeshInstance: node.set( "blend_shapes/"+p_blend_shape_name, p_value ) func load_from_name( p_name, p_emplacement = "usr" ): var new_creature = Human.new() var name_split = p_name.split( "_" ) new_creature.set_data( "first_name", name_split[0] ) new_creature.set_data( "last_name", name_split[1] ) new_creature.load( null, p_emplacement ) self.creature = new_creature self.update() func update(): Config.msg_debug("Update") if self.creature: Config.msg_debug("scale:" + str(self.scale) + " y:" + str(self.translation.y)) if self.scale.y != self.creature.get_data( "size" ): var delta_y = self.translation.y - self.scale.y Config.msg_debug("scale:" + str(self.scale) + " y:" + str(self.translation.y) + " deltaY:" + str(delta_y)) self.scale = Vector3( self.creature.get_data( "size" ), self.creature.get_data( "size" ), self.creature.get_data( "size" ) ) 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)) self.set_blend_shape( "caucasian", self.creature.get_data( "caucasian" ) ) self.set_blend_shape( "african", self.creature.get_data( "african" ) ) self.set_blend_shape( "asian", self.creature.get_data( "asian" ) ) if self.creature.get_data( "sex" ) == Globals.SEX.female: 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_female_diffuse.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_female_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_female_diffuse.png" ) ) elif self.creature.get_data( "sex" ) == Globals.SEX.male: 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( "hair" ) == 0: self.get_node( "hair_parts/mh_human_female_hair" ).hide() 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/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: 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" ) elif self.creature.get_data( "sex" ) == Globals.SEX.male: if self.creature.get_data( "hair" ) == 0: self.get_node( "hair_parts/mh_human_male_hair" ).hide() 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/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(): 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" ) if self.creature.get_data( "muscles" ) > 0.0: self.set_blend_shape( "muscles_min", 0.0 ) self.set_blend_shape( "muscles_max", self.creature.get_data( "muscles" ) ) elif self.creature.get_data( "muscles" ) < 0.0: self.set_blend_shape( "muscles_min", -self.creature.get_data( "muscles" ) ) self.set_blend_shape( "muscles_max", 0.0 ) else: self.set_blend_shape( "muscles_min", 0.0 ) self.set_blend_shape( "muscles_max", 0.0 ) if self.creature.get_data( "fat" ) > 0.0: self.set_blend_shape( "fat_min", 0.0 ) self.set_blend_shape( "fat_max", self.creature.get_data( "fat" ) ) elif self.creature.get_data( "fat" ) < 0.0: self.set_blend_shape( "fat_min", -self.creature.get_data( "fat" ) ) self.set_blend_shape( "fat_max", 0.0 ) else: self.set_blend_shape( "fat_min", 0.0 ) self.set_blend_shape( "fat_max", 0.0 ) if self.creature.get_data( "proportion" ) > 0.0: self.set_blend_shape( "proportion_min", 0.0 ) self.set_blend_shape( "proportion_max", self.creature.get_data( "proportion" ) ) elif self.creature.get_data( "proportion" ) < 0.0: self.set_blend_shape( "proportion_min", -self.creature.get_data( "proportion" ) ) self.set_blend_shape( "proportion_max", 0.0 ) else: self.set_blend_shape( "proportion_min", 0.0 ) self.set_blend_shape( "proportion_max", 0.0 ) if self.creature.get_data( "breast" ) > 0.0: self.set_blend_shape( "breast_min", 0.0 ) self.set_blend_shape( "breast_max", self.creature.get_data( "breast" ) ) elif self.creature.get_data( "breast" ) < 0.0: self.set_blend_shape( "breast_min", -self.creature.get_data( "breast" ) ) self.set_blend_shape( "breast_max", 0.0 ) else: self.set_blend_shape( "breast_min", 0.0 ) self.set_blend_shape( "breast_max", 0.0 ) if self.creature.get_data( "sex" ) == Globals.SEX.female: self.set_blend_shape( "pregnancy", self.creature.get_data( "pregnancy" ) ) # 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: 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" ) 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( "chin_angle", self.creature.get_data( "chin_angle" ) ) if self.creature.get_data( "mouth_horiz" ) > 0.0: self.set_blend_shape( "mouth_horiz_min", 0.0 ) self.set_blend_shape( "mouth_horiz_max", self.creature.get_data( "mouth_horiz" ) ) 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_max", 0.0 ) else: self.set_blend_shape( "mouth_horiz_min", 0.0 ) self.set_blend_shape( "mouth_horiz_max", 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_max", self.creature.get_data( "mouth_vert" ) ) 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_max", 0.0 ) else: self.set_blend_shape( "mouth_vert_min", 0.0 ) self.set_blend_shape( "mouth_vert_max", 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_max", self.creature.get_data( "nose_galbe" ) ) 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_max", 0.0 ) else: self.set_blend_shape( "nose_galbe_min", 0.0 ) self.set_blend_shape( "nose_galbe_max", 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_max", self.creature.get_data( "nose_grec" ) ) 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_max", 0.0 ) else: self.set_blend_shape( "nose_grec_min", 0.0 ) self.set_blend_shape( "nose_grec_max", 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_max", self.creature.get_data( "nose_horiz" ) ) 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_max", 0.0 ) else: self.set_blend_shape( "nose_horiz_min", 0.0 ) self.set_blend_shape( "nose_horiz_max", 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_max", self.creature.get_data( "nose_depth" ) ) 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_max", 0.0 ) else: self.set_blend_shape( "nose_depth_min", 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" ) if self.creature.get_data( "eyes_vert" ) > 0.0: self.set_blend_shape( "eyes_vert_min", 0.0 ) self.set_blend_shape( "eyes_vert_max", self.creature.get_data( "eyes_vert" ) ) 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_max", 0.0 ) else: self.set_blend_shape( "eyes_vert_min", 0.0 ) self.set_blend_shape( "eyes_vert_max", 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_max", self.creature.get_data( "eyes_gap" ) ) 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_max", 0.0 ) else: self.set_blend_shape( "eyes_gap_min", 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( "ears_wing", self.creature.get_data( "ears_wing" ) ) 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_max", self.creature.get_data( "lips_up_shape" ) ) 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_max", 0.0 ) else: self.set_blend_shape( "lips_up_shape_min", 0.0 ) self.set_blend_shape( "lips_up_shape_max", 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_max", self.creature.get_data( "lips_up_shape_2" ) ) 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_max", 0.0 ) else: 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( "nipple_flat", 1.0 ) func play( anim_name, speed = 1.0 ): for child in $body_parts.get_children(): child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ): child.get_node( "skeleton/AnimationPlayer" ).play( anim_name ) for child in $hair_parts.get_children(): child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ): child.get_node( "skeleton/AnimationPlayer" ).play( anim_name ) for child in $cloths.get_children(): child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ): child.get_node( "skeleton/AnimationPlayer" ).play( anim_name ) func play_backwards( anim_name, speed = 1.0 ): for child in $body_parts.get_children(): child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ): child.get_node( "skeleton/AnimationPlayer" ).play_backwards( anim_name ) for child in $hair_parts.get_children(): child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ): child.get_node( "skeleton/AnimationPlayer" ).play_backwards( anim_name ) for child in $cloths.get_children(): child.get_node( "skeleton/AnimationPlayer" ).playback_speed = speed if child.get_node( "skeleton/AnimationPlayer" ).has_animation( anim_name ): child.get_node( "skeleton/AnimationPlayer" ).play_backwards( anim_name ) func can_turn(): 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")) func equip( p_item, p_slot = null ): var model = load( p_item.get_data( "model_equiped", "") ) if not model: model = load( p_item.get_data( "model", "") ) if model: model = model.instance() var attachment = null if not p_slot: p_slot = p_item.get_data( "default_slot" ) if p_slot and int(p_slot) in self.slots: self.unequip( p_slot ) attachment = self.slots[ int(p_slot) ].attachment self.slots[ int(p_slot) ].item = p_item if attachment: if attachment == "cloths": model.name = str(int(p_slot)) $cloths.add_child( model ) var animation = $body_parts/body/skeleton/AnimationPlayer.current_animation var animation_position = $body_parts/body/skeleton/AnimationPlayer.current_animation_position var animation_speed = $body_parts/body/skeleton/AnimationPlayer.playback_speed model.get_node( "skeleton/AnimationPlayer" ).stop() model.get_node( "skeleton/AnimationPlayer" ).set( "playback_speed", animation_speed ) model.get_node( "skeleton/AnimationPlayer" ).play( animation ) model.get_node( "skeleton/AnimationPlayer" ).advance( animation_position ) else: if $body_parts/body/skeleton.has_node( attachment ): $body_parts/body/skeleton.get_node( attachment ).get_node( "handle" ).add_child( model ) emit_signal( "equip", int(p_slot), p_item ) func unequip( p_slot ): if p_slot and int(p_slot) in self.slots: if self.slots[ int(p_slot) ].item: var attachment = self.slots[ int(p_slot) ].attachment self.slots[ int(p_slot) ].item = null if attachment: if attachment == "cloths": var node = $cloths.get_node( str(p_slot) ) if node: $cloths.remove_child( node ) node.queue_free() else: 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 ) child.queue_free() emit_signal( "unequip", int(p_slot) ) func drop_item( p_item ): var new_inventory = self.creature.get_data( "inventory" ) var item_index = new_inventory.find( p_item ) if item_index != -1: if new_inventory[ item_index ].get_data( "dropable", true ): new_inventory[ item_index ].set_data( "number", new_inventory[ item_index ].get_data( "number" )-1 ) if new_inventory[ item_index ].get_data( "number" ) <= 0: new_inventory.remove( item_index ) var pickup_item_node = preload( "res://scenes/items/pickup_item.tscn" ).instance() pickup_item_node.item_filename = p_item.get_filename() pickup_item_node.global_transform = $drop_point.global_transform var pickup_item = PickupItem.new( p_item.get_filename(), $drop_point.global_transform, p_item ) pickup_item_node.item = pickup_item 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 ) func _on_body_animation_finished( anim_name ): emit_signal( "animation_finished", anim_name ) func _on_body_limb_body_entered(limb, body): if body.is_in_group( "bullet" ): if limb == Cloth.LIMB.head: var blood_particle = preload( "res://scenes/fx/blood_particles.tscn" ).instance() $body_parts/body/skeleton/limb_head.add_child( blood_particle ) blood_particle.emit() emit_signal( "is_dead" ) self.creature.set_data( "current_life", 0.0 ) else: var blood_particle = preload( "res://scenes/fx/blood_particles.tscn" ).instance() $body_parts/body/skeleton/limb_torso_1.add_child( blood_particle ) blood_particle.emit()