godot-third-person-basic-scene/scripts/common.gd

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GDScript3
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extends Node
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var debug:bool = true
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var mouse_camera_player_reverse_horizontal:bool = false
var mouse_camera_player_reverse_vertical:bool = false
var mouse_camera_only_reverse_horizontal:bool = false
var mouse_camera_only_reverse_vertical:bool = false
var mouse_camera_player_move_reverse_horizontal:bool = false
var mouse_camera_player_move_reverse_vertical:bool = false
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var factor_camera_horizontale_joypad:float = 2.0
var factor_camera_verticale_joypad:float = 2.0
var factor_player_horizontale_joypad:float = 2.0
var factor_player_verticale_joypad:float = 2.0
var menu_visible:bool = false
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func _ready():
randomize()
func is_menu_visible() -> bool:
return menu_visible
func set_menu_visible(state:bool):
menu_visible = state
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func get_time_text() -> String:
var time = Time.get_datetime_dict_from_system()
return "%s/%02d/%02d %02d:%02d:%02d" % [
time['year'], time['month'], time['day'],
time['hour'], time['minute'], time['second'],
]
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func get_time_only_text() -> String:
var time = Time.get_datetime_dict_from_system()
return "%02d:%02d:%02d" % [
time['hour'], time['minute'], time['second'],
]
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func msg_debug(text):
if debug:
var frame = get_stack()[1]
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print("%s DEBUG [%s:%d] %s" % [get_time_text(), frame.source, frame.line, text] )
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func msg_info(text):
var frame = get_stack()[1]
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print("%s INFO [%s:%d] %s" % [get_time_text(), frame.source, frame.line, text] )
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func msg_error(text):
var frame = get_stack()[1]
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print("%s ERROR [%s:%d] %s" % [get_time_text(), frame.source, frame.line, text] )
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func get_string_input_mousse_button(event:InputEventMouseButton) -> String:
match event.get_button_index():
1:
return "BUTTON_LEFT"
3:
return "BUTTON_MIDDLE"
2:
return "BUTTON_RIGHT"
4:
return "BUTTON_WHEEL_UP"
5:
return "BUTTON_WHEEL_DOWN"
6:
return "BUTTON_WHEEL_LEFT"
7:
return "BUTTON_WHEEL_RIGHT"
8:
return "BUTTON_XBUTTON1"
9:
return "BUTTON_XBUTTON2"
_:
return "MOUSSE BUTTON: " + str(event.get_button_index())
func get_string_input_joypad_button(event:InputEventJoypadButton) -> String:
match event.get_button_index():
0:
return "JOY_BUTTON_A"
1:
return "JOY_BUTTON_B"
2:
return "JOY_BUTTON_X"
3:
return "JOY_BUTTON_Y"
4:
return "JOY_BUTTON_BACK"
5:
return "JOY_BUTTON_GUIDE"
6:
return "JOY_BUTTON_START"
7:
return "JOY_BUTTON_LEFT_STICK"
8:
return "JOY_BUTTON_RIGHT_STICK"
9:
return "JOY_BUTTON_LEFT_SHOULDER"
10:
return "JOY_BUTTON_RIGHT_SHOULDER"
11:
return "JOY_BUTTON_DPAD_UP"
12:
return "JOY_BUTTON_DPAD_DOWN"
13:
return "JOY_BUTTON_DPAD_LEFT"
14:
return "JOY_BUTTON_DPAD_RIGHT"
_:
return "JOYPAD BUTTON: " + str(event.get_button_index())
func get_string_input_keyboard(event:InputEventKey) -> String:
var option:String = ""
if event.is_ctrl_pressed():
option += "Control+"
if event.is_shift_pressed():
option += "Shift+"
if event.is_alt_pressed():
option += "Alt+"
if event.is_meta_pressed():
option += "MetaKey+"
# if event.is_command_pressed():
# option += "Command+"
if event.keycode == 0:
if event.physical_keycode > 0:
return option + OS.get_keycode_string(event.physical_keycode)
else:
print("Error Event unknown keycode:" , event.keycode, ", physical_keycode:", event.physical_keycode)
return option + OS.get_keycode_string(event.keycode)
func get_string_input(event) -> String:
if event is InputEventKey:
return get_string_input_keyboard(event) # OS.get_scancode_string(event.get_scancode_with_modifiers())
elif event is InputEventMouseButton:
return get_string_input_mousse_button(event)
elif event is InputEventJoypadButton:
return get_string_input_joypad_button(event)
else:
return str(event)
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#func compare_type_event(event1, event2):
# if event1 is InputEventKey and event2 is InputEventKey:
# return true
# elif event1 is InputEventMouseButton and event2 is InputEventMouseButton:
# return true
# elif event1 is InputEventJoypadButton and event2 is InputEventJoypadButton:
# return true
# return false
func get_event_plus_ref(action:String, event_ref):
if event_ref is InputEventMouseButton and InputMap.has_action(action + "_PLUS"):
for z in InputMap.action_get_events(action + "_PLUS"):
if z is InputEventMouseButton:
return z
return null
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func get_input_plus_event(action:String, event_ref):
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if event_ref is InputEventMouseButton and InputMap.has_action(action + "_PLUS"):
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for z in InputMap.action_get_events(action + "_PLUS"):
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if z is InputEventMouseButton:
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return " & " + tr(Common.get_string_input(z))
return ""
func get_input_plus(action:String):
var comment:String = "None"
if InputMap.has_action(action):
for z in InputMap.action_get_events(action):
return tr(Common.get_string_input(z)) + get_input_plus_event(action, z)
# Common.msg_debug(comment)
# #$Window/Tab/MOUSE/HBox/SelectButton.set_text(text1)
# break
# if InputMap.has_action(action + "_PLUS"):
# for z in InputMap.action_get_events(action + "_PLUS"):
# if z is InputEventMouseButton:
# comment = comment + " & " + tr(Common.get_string_input(z))
# Common.msg_debug(comment)
# break
return comment
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func set_input(action:String, event, origin, eraselast:bool):
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if eraselast:
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# for curaction in InputMap.get_actions():
# var text:String = curaction
# if text == action:
# for z in InputMap.action_get_events(curaction):
# if origin is InputEventMouseButton and z is InputEventMouseButton:
# InputMap.action_erase_event(text, z)
for z in InputMap.action_get_events(action):
if (origin is InputEventMouseButton and z is InputEventMouseButton) or \
(origin is InputEventJoypadMotion and z is InputEventJoypadMotion) or \
(origin is InputEventJoypadButton and z is InputEventJoypadButton):
InputMap.action_erase_event(action, z)
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if event != null:
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Common.msg_debug("action: " + str(action) + " / event:" + str(event))
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InputMap.action_add_event(action, event)
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func set_input_plus(action:String, event, eventplus, eraselast:bool):
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Common.msg_debug("set_input_plus: " + str(action) + " eraselast:" + str(eraselast))
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set_input(action, event, event, eraselast)
set_input(action + "_PLUS", eventplus, event, eraselast)
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func set_mouse_camera_player_reverse_horizontal(value:bool):
mouse_camera_player_reverse_horizontal = value
func set_mouse_camera_player_reverse_vertical(value:bool):
mouse_camera_player_reverse_vertical = value
func set_mouse_camera_only_reverse_horizontal(value:bool):
mouse_camera_only_reverse_horizontal = value
func set_mouse_camera_only_reverse_vertical(value:bool):
mouse_camera_only_reverse_vertical = value
func set_mouse_camera_player_move_reverse_horizontal(value:bool):
mouse_camera_player_move_reverse_horizontal = value
func set_mouse_camera_player_move_reverse_vertical(value:bool):
mouse_camera_player_move_reverse_vertical = value
func get_mouse_camera_player_reverse_horizontal() -> bool:
return mouse_camera_player_reverse_horizontal
func get_mouse_camera_player_reverse_vertical() -> bool:
return mouse_camera_player_reverse_vertical
func get_mouse_camera_only_reverse_horizontal() -> bool:
return mouse_camera_only_reverse_horizontal
func get_mouse_camera_only_reverse_vertical() -> bool:
return mouse_camera_only_reverse_vertical
func get_mouse_camera_player_move_reverse_horizontal() -> bool:
return mouse_camera_player_move_reverse_horizontal
func get_mouse_camera_player_move_reverse_vertical() -> bool:
return mouse_camera_player_move_reverse_vertical
func get_mul_mouse_camera_player_reverse_horizontal() -> float:
if mouse_camera_player_reverse_horizontal:
return -1.0
else:
return 1.0
func get_mul_mouse_camera_player_reverse_vertical() -> float:
if mouse_camera_player_reverse_vertical:
return -1.0
else:
return 1.0
func get_mul_mouse_camera_only_reverse_horizontal() -> float:
if mouse_camera_only_reverse_horizontal:
return -1.0
else:
return 1.0
func get_mul_mouse_camera_only_reverse_vertical() -> float:
if mouse_camera_only_reverse_vertical:
return -1.0
else:
return 1.0
func get_mul_mouse_camera_player_move_reverse_horizontal() -> float:
if mouse_camera_player_move_reverse_horizontal:
return -1.0
else:
return 1.0
func get_mul_mouse_camera_player_move_reverse_vertical() -> float:
if mouse_camera_player_move_reverse_vertical:
return -1.0
else:
return 1.0
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func set_factor_camera_horizontale_joypad(value:float):
factor_camera_horizontale_joypad = value
func get_factor_camera_horizontale_joypad() -> float:
return factor_camera_horizontale_joypad
func set_factor_camera_verticale_joypad(value:float):
factor_camera_verticale_joypad = value
func get_factor_camera_verticale_joypad() -> float:
return factor_camera_verticale_joypad
func set_factor_player_horizontale_joypad(value:float):
factor_player_horizontale_joypad = value
func get_factor_player_horizontale_joypad() -> float:
return factor_player_horizontale_joypad
func set_factor_player_verticale_joypad(value:float):
factor_player_verticale_joypad = value
func get_factor_player_verticale_joypad() -> float:
return factor_player_verticale_joypad