92 lines
2.5 KiB
GDScript
92 lines
2.5 KiB
GDScript
@tool
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@icon("res://textures/stickers/icon_sticker2.svg")
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class_name Sticker extends Area2D
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## Handle all the sticker-relative gameplay.
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##
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## Sticker node expect to be a child of a Node2D, who serve as a root for
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## all the fonctionnalities. You need to assign nodes for the stickerdetection
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## and for the sprites.
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@export_group("Nodes")
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## The look of the object. If it's multiple sprites, they should be under one main sprite
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@export var WorldSprite:Sprite2D
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## Optional - The look of the object when grabbed. If empty, OutlineMat will be applied to WorldSprite
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@export var StickerSprite:Sprite2D
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@export_group("Material")
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@export var OutlineMat:ShaderMaterial = preload("res://shaders/shaderMaterial_Outline.tres")
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@export var Foiled:bool #TODO: Foil material and logic
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var meta:PackedStringArray = ["sticker"]
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func _init():
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collision_layer = 2
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collision_mask = 0
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set_meta("tags",meta)
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monitoring = false
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func _enter_tree():
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set_meta("tags",meta)
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if (get_parent() is Sprite2D and WorldSprite == null):
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WorldSprite = get_parent()
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func _ready():
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if (get_parent() == get_tree().root):
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printerr("stickers should always have a parent")
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breakpoint
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func _process(delta):
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pass
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## When the sticker is released
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func on_released(CastResult:Array=[]):
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print(self," released")
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#TODO: Need a traceresult to know if it should stay in the stickerstate or be released in the world
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get_parent().top_level = false
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get_parent().reparent(MapManager.current_scene.get_child(0))
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disable_ChildNodes_collisions(false)
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update_ChildNodes_visibilty(true)
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func on_click():
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print(self," clicked")
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func redraw():
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if (StickerSprite != null):
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StickerSprite.queue_redraw()
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if (WorldSprite != null):
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WorldSprite.queue_redraw()
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func on_hover():
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if (StickerSprite != null):
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WorldSprite.visible = false
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StickerSprite.visible = true
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elif (WorldSprite != null):
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WorldSprite.material = OutlineMat
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redraw()
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func on_unhover():
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if (StickerSprite != null):
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StickerSprite.visible = false
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if (WorldSprite != null):
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WorldSprite.material = null
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WorldSprite.visible = true
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redraw()
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func on_grab(_offset:Vector2=Vector2(0.0,0.0)):
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get_parent().top_level = true
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get_parent().reparent(get_tree().root)
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update_ChildNodes_visibilty(false)
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func update_ChildNodes_visibilty(_visible:bool=true):
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for _childNode in get_parent().get_children():
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if(_childNode != WorldSprite):
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_childNode.visible = _visible
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func disable_ChildNodes_collisions(_disable:bool=true):
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for _childNode in get_parent().get_children():
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_childNode.set_deferred("disabled",_disable)
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