large amounts of stuff too much to describe
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parent
1ee0206110
commit
d75221dc1b
12 changed files with 1575 additions and 1139 deletions
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@ -1,14 +1,6 @@
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extends Control
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signal movement_in(movement, rate)
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signal movement_out(movement, rate)
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func _ready() -> void:
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var animatronic = $"SubViewport/HelenHouse/3stHelen"
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movement_in.connect(animatronic._movement_in)
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movement_out.connect(animatronic._movement_out)
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movement_in.connect(self._movement_in)
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movement_out.connect(self._movement_out)
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get_tree().get_root().size_changed.connect(_on_size_changed)
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func _input(event: InputEvent) -> void:
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@ -16,18 +8,6 @@ func _input(event: InputEvent) -> void:
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$CameraPreview.visible = !$CameraPreview.visible;
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$CameraFullScreen.visible = !$CameraFullScreen.visible;
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func _on_movements_flyout_button_toggled(toggled_on: bool) -> void:
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$Movements.visible = toggled_on
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func _on_flows_flyout_button_toggled(toggled_on: bool) -> void:
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$FlowControls.visible = toggled_on
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func _movement_in(movement, _rate):
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get_node("Movements/IndicatorLights/" + movement).turn_on();
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func _movement_out(movement, _rate):
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get_node("Movements/IndicatorLights/" + movement).turn_off();
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func _on_size_changed() -> void:
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$SubViewport.size = $ColorRect.size
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@ -43,135 +23,5 @@ func _on_controls_input_eater_pressed() -> void:
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func _on_credits_input_eater_pressed() -> void:
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$CreditsScreen.visible = false
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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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func _on_mouth_button_up() -> void:
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movement_out.emit("Mouth", $FlowControls/OutFlows/MouthFlow.value)
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func _on_left_ear_button_down() -> void:
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movement_in.emit("Left Ear", $FlowControls/InFlows/LeftEarFlow.value)
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func _on_left_ear_button_up() -> void:
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movement_out.emit("Left Ear", $FlowControls/OutFlows/LeftEarFlow.value)
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func _on_right_ear_button_down() -> void:
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movement_in.emit("Right Ear", $FlowControls/InFlows/RightEarFlow.value)
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func _on_right_ear_button_up() -> void:
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movement_out.emit("Right Ear", $FlowControls/OutFlows/RightEarFlow.value)
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func _on_left_eyelid_button_down() -> void:
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movement_in.emit("Left Eyelid", $FlowControls/InFlows/LeftEyelidFlow.value)
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func _on_left_eyelid_button_up() -> void:
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movement_out.emit("Left Eyelid", $FlowControls/OutFlows/LeftEyelidFlow.value)
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func _on_right_eyelid_button_down() -> void:
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movement_in.emit("Right Eyelid", $FlowControls/InFlows/RightEyelidFlow.value)
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func _on_right_eyelid_button_up() -> void:
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movement_out.emit("Right Eyelid", $FlowControls/OutFlows/RightEyelidFlow.value)
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func _on_eyes_left_button_down() -> void:
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movement_in.emit("Eyes Left", $FlowControls/InFlows/EyesLeftFlow.value)
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func _on_eyes_left_button_up() -> void:
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movement_out.emit("Eyes Left", $FlowControls/OutFlows/EyesLeftFlow.value)
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func _on_eyes_right_button_down() -> void:
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movement_in.emit("Eyes Right", $FlowControls/InFlows/EyesRightFlow.value)
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func _on_eyes_right_button_up() -> void:
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movement_out.emit("Eyes Right", $FlowControls/OutFlows/EyesRightFlow.value)
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func _on_head_left_button_down() -> void:
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movement_in.emit("Head Left", $FlowControls/InFlows/HeadLeftFlow.value)
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func _on_head_left_button_up() -> void:
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movement_out.emit("Head Left", $FlowControls/OutFlows/HeadLeftFlow.value)
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func _on_head_right_button_down() -> void:
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movement_in.emit("Head Right", $FlowControls/InFlows/HeadRightFlow.value)
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func _on_head_right_button_up() -> void:
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movement_out.emit("Head Right", $FlowControls/OutFlows/HeadRightFlow.value)
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func _on_head_up_button_down() -> void:
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movement_in.emit("Head Up", $FlowControls/InFlows/HeadUpFlow.value)
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func _on_head_up_button_up() -> void:
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movement_out.emit("Head Up", $FlowControls/OutFlows/HeadUpFlow.value)
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func _on_left_arm_up_button_down() -> void:
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movement_in.emit("Left Arm Up", $FlowControls/InFlows/LeftArmUpFlow.value)
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func _on_left_arm_up_button_up() -> void:
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movement_out.emit("Left Arm Up", $FlowControls/OutFlows/LeftArmUpFlow.value)
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func _on_left_arm_twist_button_down() -> void:
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movement_in.emit("Left Arm Twist", $FlowControls/InFlows/LeftArmTwistFlow.value)
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func _on_left_arm_twist_button_up() -> void:
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movement_out.emit("Left Arm Twist", $FlowControls/OutFlows/LeftArmTwistFlow.value)
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func _on_left_elbow_button_down() -> void:
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movement_in.emit("Left Elbow", $FlowControls/InFlows/LeftElbowFlow.value)
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func _on_left_elbow_button_up() -> void:
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movement_out.emit("Left Elbow", $FlowControls/OutFlows/LeftElbowFlow.value)
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func _on_right_arm_up_button_down() -> void:
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movement_in.emit("Right Arm Up", $FlowControls/InFlows/RightArmUpFlow.value)
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func _on_right_arm_up_button_up() -> void:
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movement_out.emit("Right Arm Up", $FlowControls/OutFlows/RightArmUpFlow.value)
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func _on_right_arm_twist_button_down() -> void:
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movement_in.emit("Right Arm Twist", $FlowControls/InFlows/RightArmTwistFlow.value)
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func _on_right_arm_twist_button_up() -> void:
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movement_out.emit("Right Arm Twist", $FlowControls/OutFlows/RightArmTwistFlow.value)
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func _on_right_elbow_button_down() -> void:
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movement_in.emit("Right Elbow", $FlowControls/InFlows/RightElbowFlow.value)
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func _on_right_elbow_button_up() -> void:
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movement_out.emit("Right Elbow", $FlowControls/OutFlows/RightElbowFlow.value)
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func _on_body_left_button_down() -> void:
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movement_in.emit("Body Left", $FlowControls/InFlows/BodyLeftFlow.value)
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func _on_body_left_button_up() -> void:
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movement_out.emit("Body Left", $FlowControls/OutFlows/BodyLeftFlow.value)
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func _on_body_right_button_down() -> void:
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movement_in.emit("Body Right", $FlowControls/InFlows/BodyRightFlow.value)
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func _on_body_right_button_up() -> void:
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movement_out.emit("Body Right", $FlowControls/OutFlows/BodyRightFlow.value)
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func _on_body_lean_button_down() -> void:
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movement_in.emit("Body Lean", $FlowControls/InFlows/BodyLeanFlow.value)
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func _on_body_lean_button_up() -> void:
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movement_out.emit("Body Lean", $FlowControls/OutFlows/BodyLeanFlow.value)
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func _on_v_scroll_bar_value_changed(value: float) -> void:
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$SequencerPanel/TimelinePanel/InvisibleMask/RowsHandle.position.y = value * -44
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50
Scripts/MovementRow.gd
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50
Scripts/MovementRow.gd
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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 recording : bool = false
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var key_binding : InputEventKey = InputEventKey.new()
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var binding : bool = false
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signal movement_in(movement, rate)
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signal movement_out(movement, rate)
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func update_text() -> void:
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$Button.text = "%d - %s (%s)" % [movement_bit, movement_name, key_binding.as_text() if key_binding.keycode != 0 else "Unbound"]
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func _ready() -> void:
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var animatronic = get_node("../../../../../../SubViewport/HelenHouse/3stHelen")
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movement_in.connect(animatronic._movement_in)
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movement_out.connect(animatronic._movement_out)
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movement_in.connect(self._movement_in)
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movement_out.connect(self._movement_out)
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update_text()
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func _movement_in(movement, rate):
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pass
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func _movement_out(movement, rate):
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pass
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func _on_button_pressed() -> void:
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if (recording): return
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if (binding):
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update_text()
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binding = false
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return
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if (key_binding.keycode == 0):
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$Button.text = "Press a key to bind."
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binding = true
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else:
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key_binding.keycode = 0
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update_text()
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func _input(event: InputEvent) -> void:
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if (event is InputEventKey && binding):
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if (event.keycode != KEY_ESCAPE):
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key_binding = event
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binding = false
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update_text()
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return
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1
Scripts/MovementRow.gd.uid
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1
Scripts/MovementRow.gd.uid
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@ -0,0 +1 @@
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uid://tn3aaldu7mm2
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