add all files

This commit is contained in:
Persephone Bubblegum-Holidy 2025-05-22 20:54:27 -07:00
parent feb5df41ea
commit 371bda867d
34 changed files with 1875 additions and 14 deletions

161
Scripts/EditorScreen.gd Normal file
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extends Control
signal movement_in(movement, rate)
signal movement_out(movement, rate)
func _ready() -> void:
var animatronic = $"SubViewport/HelenHouse/3stHelen"
movement_in.connect(animatronic._movement_in)
movement_out.connect(animatronic._movement_out)
movement_in.connect(self._movement_in)
movement_out.connect(self._movement_out)
func _input(event: InputEvent) -> void:
if event.is_action_pressed("toggle_editor_screen"):
$CameraPreview.visible = !$CameraPreview.visible;
$CameraFullScreen.visible = !$CameraFullScreen.visible;
func _on_movements_flyout_button_toggled(toggled_on: bool) -> void:
$Movements.visible = toggled_on
func _on_flows_flyout_button_toggled(toggled_on: bool) -> void:
$FlowControls.visible = toggled_on
func _movement_in(movement, rate):
get_node("Movements/IndicatorLights/" + movement).turn_on();
func _movement_out(movement, rate):
get_node("Movements/IndicatorLights/" + movement).turn_off();
func _on_mouth_button_down() -> void:
movement_in.emit("Mouth", $FlowControls/InFlows/MouthFlow.value)
func _on_mouth_button_up() -> void:
movement_out.emit("Mouth", $FlowControls/OutFlows/MouthFlow.value)
func _on_left_ear_button_down() -> void:
movement_in.emit("Left Ear", $FlowControls/InFlows/LeftEarFlow.value)
func _on_left_ear_button_up() -> void:
movement_out.emit("Left Ear", $FlowControls/OutFlows/LeftEarFlow.value)
func _on_right_ear_button_down() -> void:
movement_in.emit("Right Ear", $FlowControls/InFlows/RightEarFlow.value)
func _on_right_ear_button_up() -> void:
movement_out.emit("Right Ear", $FlowControls/OutFlows/RightEarFlow.value)
func _on_left_eyelid_button_down() -> void:
movement_in.emit("Left Eyelid", $FlowControls/InFlows/LeftEyelidFlow.value)
func _on_left_eyelid_button_up() -> void:
movement_out.emit("Left Eyelid", $FlowControls/OutFlows/LeftEyelidFlow.value)
func _on_right_eyelid_button_down() -> void:
movement_in.emit("Right Eyelid", $FlowControls/InFlows/RightEyelidFlow.value)
func _on_right_eyelid_button_up() -> void:
movement_out.emit("Right Eyelid", $FlowControls/OutFlows/RightEyelidFlow.value)
func _on_eyes_left_button_down() -> void:
movement_in.emit("Eyes Left", $FlowControls/InFlows/EyesLeftFlow.value)
func _on_eyes_left_button_up() -> void:
movement_out.emit("Eyes Left", $FlowControls/OutFlows/EyesLeftFlow.value)
func _on_eyes_right_button_down() -> void:
movement_in.emit("Eyes Right", $FlowControls/InFlows/EyesRightFlow.value)
func _on_eyes_right_button_up() -> void:
movement_out.emit("Eyes Right", $FlowControls/OutFlows/EyesRightFlow.value)
func _on_head_left_button_down() -> void:
movement_in.emit("Head Left", $FlowControls/InFlows/HeadLeftFlow.value)
func _on_head_left_button_up() -> void:
movement_out.emit("Head Left", $FlowControls/OutFlows/HeadLeftFlow.value)
func _on_head_right_button_down() -> void:
movement_in.emit("Head Right", $FlowControls/InFlows/HeadRightFlow.value)
func _on_head_right_button_up() -> void:
movement_out.emit("Head Right", $FlowControls/OutFlows/HeadRightFlow.value)
func _on_head_up_button_down() -> void:
movement_in.emit("Head Up", $FlowControls/InFlows/HeadUpFlow.value)
func _on_head_up_button_up() -> void:
movement_out.emit("Head Up", $FlowControls/OutFlows/HeadUpFlow.value)
func _on_left_arm_up_button_down() -> void:
movement_in.emit("Left Arm Up", $FlowControls/InFlows/LeftArmUpFlow.value)
func _on_left_arm_up_button_up() -> void:
movement_out.emit("Left Arm Up", $FlowControls/OutFlows/LeftArmUpFlow.value)
func _on_left_arm_twist_button_down() -> void:
movement_in.emit("Left Arm Twist", $FlowControls/InFlows/LeftArmTwistFlow.value)
func _on_left_arm_twist_button_up() -> void:
movement_out.emit("Left Arm Twist", $FlowControls/OutFlows/LeftArmTwistFlow.value)
func _on_left_elbow_button_down() -> void:
movement_in.emit("Left Elbow", $FlowControls/InFlows/LeftElbowFlow.value)
func _on_left_elbow_button_up() -> void:
movement_out.emit("Left Elbow", $FlowControls/OutFlows/LeftElbowFlow.value)
func _on_right_arm_up_button_down() -> void:
movement_in.emit("Right Arm Up", $FlowControls/InFlows/RightArmUpFlow.value)
func _on_right_arm_up_button_up() -> void:
movement_out.emit("Right Arm Up", $FlowControls/OutFlows/RightArmUpFlow.value)
func _on_right_arm_twist_button_down() -> void:
movement_in.emit("Right Arm Twist", $FlowControls/InFlows/RightArmTwistFlow.value)
func _on_right_arm_twist_button_up() -> void:
movement_out.emit("Right Arm Twist", $FlowControls/OutFlows/RightArmTwistFlow.value)
func _on_right_elbow_button_down() -> void:
movement_in.emit("Right Elbow", $FlowControls/InFlows/RightElbowFlow.value)
func _on_right_elbow_button_up() -> void:
movement_out.emit("Right Elbow", $FlowControls/OutFlows/RightElbowFlow.value)
func _on_body_left_button_down() -> void:
movement_in.emit("Body Left", $FlowControls/InFlows/BodyLeftFlow.value)
func _on_body_left_button_up() -> void:
movement_out.emit("Body Left", $FlowControls/OutFlows/BodyLeftFlow.value)
func _on_body_right_button_down() -> void:
movement_in.emit("Body Right", $FlowControls/InFlows/BodyRightFlow.value)
func _on_body_right_button_up() -> void:
movement_out.emit("Body Right", $FlowControls/OutFlows/BodyRightFlow.value)
func _on_body_lean_button_down() -> void:
movement_in.emit("Body Lean", $FlowControls/InFlows/BodyLeanFlow.value)
func _on_body_lean_button_up() -> void:
movement_out.emit("Body Lean", $FlowControls/OutFlows/BodyLeanFlow.value)

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uid://dfiwoln8mdwm8

10
Scripts/FlowSlider.gd Normal file
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extends Control
@export var value : float = 1.0
func _ready() -> void:
$Panel/Slider.value = self.value
func _on_slider_value_changed(value: float) -> void:
self.value = $Panel/Slider.value
$Panel/ValueLabel.text = str(self.value)

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uid://blhv0kms1sleu

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extends Node3D
var animation_player
func _ready():
animation_player = $AnimationPlayer
func _movement_in(movement, rate):
animation_player.speed_scale = rate
animation_player.play(movement)
func _movement_out(movement, rate):
animation_player.speed_scale = rate
animation_player.play_backwards(movement)

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uid://bu68w4jnh0n2b

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Scripts/IndicatorLight.gd Normal file
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extends Control
@export var on: bool = false
func _ready() -> void:
$Green.visible = self.on
func turn_on() -> void:
self.on = true
$Green.visible = self.on
func turn_off() -> void:
self.on = false
$Green.visible = self.on
func toggle() -> void:
self.on = !self.on
$Green.visible = self.on
func set_state(value: bool) -> void:
self.on = value
$Green.visible = self.on

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uid://cg157l4uo7ki8