StickerClone/core/stickernode.gd

137 lines
4 KiB
GDScript

@tool
@icon("res://textures/stickers/icon_sticker2.svg")
class_name Sticker extends Area2D
## Handle all the sticker-relative gameplay.
##
## Sticker node expect to be a child of a Node2D, who serve as a root for
## all the fonctionnalities. You need to assign nodes for the stickerdetection
## and for the sprites.
#region Exported variables
@export var Sticker_mode:bool = false
@export_group("Nodes")
## The look of the object. If it's multiple sprites, they should be under one main sprite
@export var WorldSprite:Sprite2D
## Optional - The look of the object when grabbed. If empty, OutlineMat will be applied to WorldSprite
@export var StickerSprite:Sprite2D
@export_group("Material")
@export var OutlineMat:ShaderMaterial = preload("res://shaders/shaderMaterial_Outline.tres")
@export var Foiled:bool #TODO: Foil material and logic
@export var CreateShape:bool:
set(value):
var test = CollisionShape2D.new()
test.set_name("StickerShape")
add_child(test)
test.set_owner(get_tree().get_edited_scene_root())
test = null
#endregion
var meta:PackedStringArray = ["sticker"]
var detected_solids:Array
var detected_zone:Array
#region Functions
func _init():
collision_layer = 2
# TODO: Stickerzone maybe will not need to check everything, and detection will be on the zone detection area only. maybe we want a fallback if sticker area and detection area are the same shape
collision_mask = 61
set_meta("tags",meta)
monitoring = true
func _enter_tree():
set_meta("tags",meta)
if (get_parent() is Sprite2D and WorldSprite == null):
WorldSprite = get_parent()
func _ready():
if (get_parent() == get_tree().root):
printerr("stickers should always have a parent")
breakpoint
body_entered.connect(_on_body_entered)
body_exited.connect(_on_body_exited)
area_entered.connect(_on_area_entered)
area_exited.connect(_on_area_exited)
# TODO : Solids and interactive zone detection area should not be the same as the sticker area.
# IDEA: Need to export a child Area2D
func _on_body_entered(body:Node2D):
print("body entered",body)
detected_solids.append(body)
func _on_body_exited(body:Node2D):
print("body exited",body)
detected_solids.erase(body)
func _on_area_entered(area:Area2D):
print("area entered",area)
#TODO:Filter by type
detected_zone.append(area)
func _on_area_exited(area:Area2D):
print("area exited",area)
detected_zone.erase(area)
func _process(delta):
pass
## When the sticker is released
func on_released(CastResult:Array=[]):
print(self," released")
#TODO: Need a traceresult to know if it should stay in the stickerstate or be released in the world
if(detected_solids.size()==0):
get_parent().top_level = false
disable_ChildNodes_collisions(false)
update_ChildNodes_visibilty(true)
Sticker_mode = false
on_unhover() #security
get_parent().reparent(MapManager.current_scene.get_child(0))
func on_click():
print(self," clicked")
func redraw():
if (StickerSprite != null):
StickerSprite.queue_redraw()
if (WorldSprite != null):
WorldSprite.queue_redraw()
func on_hover():
if (Sticker_mode == false):
if (StickerSprite != null):
WorldSprite.visible = false
StickerSprite.visible = true
elif (WorldSprite != null):
WorldSprite.material = OutlineMat
redraw()
func on_unhover():
if (Sticker_mode == false):
if (StickerSprite != null):
StickerSprite.visible = false
if (WorldSprite != null):
WorldSprite.material = null
WorldSprite.visible = true
redraw()
func on_grab(_offset:Vector2=Vector2(0.0,0.0)):
Sticker_mode = true
get_parent().top_level = true
get_parent().reparent(MapManager)
update_ChildNodes_visibilty(false)
disable_ChildNodes_collisions(true)
func update_ChildNodes_visibilty(_visible:bool=true):
for _childNode in get_parent().get_children():
if(_childNode != WorldSprite and _childNode != StickerSprite):
_childNode.visible = _visible
func disable_ChildNodes_collisions(_disable:bool=true):
for _childNode in get_parent().get_children():
if (_childNode != self):
_childNode.process_mode = Node.PROCESS_MODE_DISABLED if _disable else Node.PROCESS_MODE_ALWAYS
#endregion