multiple cameras and sequencer key bindings
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parent
7e7b57e4fd
commit
cb9b3aac66
5 changed files with 113 additions and 8 deletions
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@ -25,6 +25,21 @@ func _input(event: InputEvent) -> void:
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if event.is_action_pressed("toggle_editor_screen"):
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$CameraPreview.visible = !$CameraPreview.visible;
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$CameraFullScreen.visible = !$CameraFullScreen.visible;
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elif event.is_action_pressed("sequencer_play_pause"):
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if (playing): _on_pause_button_pressed()
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else: _on_play_button_pressed()
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elif event.is_action_pressed("sequencer_play_reverse"):
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_on_play_backwards_button_pressed()
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elif event.is_action_pressed("sequencer_fast_reverse"):
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_on_fast_backwards_button_pressed()
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elif event.is_action_pressed("sequencer_fast_forward"):
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_on_fast_forward_button_pressed()
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elif event.is_action_pressed("sequencer_step_backward"):
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_on_step_backwards_button_pressed()
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elif event.is_action_pressed("sequencer_step_forward"):
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_on_step_forward_button_pressed()
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elif event.is_action_pressed("sequencer_home"):
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_on_stop_button_pressed()
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func _physics_process(_delta: float) -> void:
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if (playing || recording):
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@ -79,8 +94,9 @@ func _on_step_backwards_button_pressed() -> void:
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playing = false
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recording = false
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end_recording.emit()
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step.emit(-1)
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if (index != 0): index -= 1
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if (index != 0):
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step.emit(-1)
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index -= 1
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update_time_label()
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func _on_fast_forward_button_pressed() -> void:
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@ -3,6 +3,8 @@ extends Control
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signal movement_in(movement, rate)
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signal movement_out(movement, rate)
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var cam_index : int = 0
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func _ready() -> void:
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var animatronic = get_node("../SubViewport/HelenHouse/3stHelen")
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movement_in.connect(animatronic._movement_in)
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@ -10,6 +12,11 @@ func _ready() -> void:
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movement_in.connect(self._movement_in)
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movement_out.connect(self._movement_out)
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func _input(event: InputEvent) -> void:
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if (event.is_action_pressed("cycle_camera_angle")):
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cam_index += 1
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get_node("../SubViewport/HelenHouse/Camera " + str((cam_index % 2)+1)).current = true
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func _movement_in(movement, _rate):
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get_node("Movements/IndicatorLights/" + movement).turn_on();
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@ -22,6 +29,21 @@ func _on_movements_flyout_button_toggled(toggled_on: bool) -> void:
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func _on_flows_flyout_button_toggled(toggled_on: bool) -> void:
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$FlowControls.visible = toggled_on
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func _on_camera_flyout_button_toggled(toggled_on: bool) -> void:
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$Camera.visible = toggled_on
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func _on_cosmetics_flyout_button_toggled(toggled_on: bool) -> void:
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$Cosmetics.visible = toggled_on
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func _on_stage_flyout_button_toggled(toggled_on: bool) -> void:
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$Stage.visible = toggled_on
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func _on_angle_1_button_pressed() -> void:
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get_node("../SubViewport/HelenHouse/Camera 1").current = true
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func _on_angle_2_button_pressed() -> void:
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get_node("../SubViewport/HelenHouse/Camera 2").current = true
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func _on_mouth_button_down() -> void:
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movement_in.emit("Mouth", $FlowControls/InFlows/MouthFlow.value)
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