modular everything
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29 changed files with 660 additions and 1697 deletions
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@ -2,8 +2,9 @@ extends Panel
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@export var movement_bit : int = 0
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@export var movement_name : String = "Name"
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@export var flow_path : String = "../../../../../../HelenHouseFlyout/FlowControls/"
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@export var animatronic_path : String = "../../../../../../SubViewport/HelenHouse/3stHelen"
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@export var flow_path : String = "../../../../../FlyoutPanel/FlowControls/InvisibleMask/FlowHandle/"
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@export var base_scene_path : String
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@export var animatronic : String
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@export var movements : Array[bool]
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@export var etching: bool = false
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@ -54,7 +55,7 @@ func check_at_index(cindex: int) -> bool:
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return out
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func _step(amount: int):
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if (recording):
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if (recording && !$LockButton.button_pressed):
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if (etching): set_at_current()
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else: unset_at_current()
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if (playing):
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@ -91,7 +92,8 @@ func _end_playback():
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playing = false
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func update_text() -> void:
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$Button.text = "%d - %s (%s)" % [movement_bit, movement_name, key_binding.as_text() if key_binding.keycode != 0 else "Unbound"]
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if (animatronic == "None"): $Button.text = "%d - Unused (%s)" % [movement_bit, key_binding.as_text() if key_binding.keycode != 0 else "Unbound"]
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else: $Button.text = "%d - %s %s (%s)" % [movement_bit, animatronic, movement_name, key_binding.as_text() if key_binding.keycode != 0 else "Unbound"]
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func _update_in_flow(new_value: float) -> void:
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in_flow = new_value
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@ -101,19 +103,18 @@ func _update_out_flow(new_value: float) -> void:
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func _ready() -> void:
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if (flow_path != "None"):
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var if_node = get_node(flow_path + "InFlows/" + movement_name.replace(" ", "") + "Flow")
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var of_node = get_node(flow_path + "OutFlows/" + movement_name.replace(" ", "") + "Flow")
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if_node.value_updated.connect(self._update_in_flow)
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of_node.value_updated.connect(self._update_out_flow)
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in_flow = if_node.value
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out_flow = of_node.value
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if (animatronic_path != "None"):
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var animatronic = get_node(animatronic_path)
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movement_in.connect(animatronic._movement_in)
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movement_out.connect(animatronic._movement_out)
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var flow_control = get_node(flow_path + animatronic + " " + movement_name)
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flow_control.in_value_updated.connect(self._update_in_flow)
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flow_control.out_value_updated.connect(self._update_out_flow)
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in_flow = flow_control.in_value
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out_flow = flow_control.out_value
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if (animatronic != "None"):
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var animatronic_node = get_node(base_scene_path + animatronic)
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movement_in.connect(animatronic_node._movement_in)
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movement_out.connect(animatronic_node._movement_out)
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movement_in.connect(self._movement_in)
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movement_out.connect(self._movement_out)
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var editor = get_node("../../../../../../")
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var editor = get_node("../../../../../")
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editor.step.connect(_step)
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editor.start_recording.connect(_start_recording)
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editor.end_recording.connect(_end_recording)
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