large amounts of stuff too much to describe

This commit is contained in:
Persephone Bubblegum-Holidy 2025-05-23 23:08:14 -07:00
parent 1ee0206110
commit d75221dc1b
12 changed files with 1575 additions and 1139 deletions

50
Scripts/MovementRow.gd Normal file
View file

@ -0,0 +1,50 @@
extends Panel
@export var movement_bit : int = 0;
@export var movement_name : String = "Name"
@export var flow_path : String = "../../../../../../HelenHouseFlyout/FlowControls/"
@export var recording : bool = false
var key_binding : InputEventKey = InputEventKey.new()
var binding : bool = false
signal movement_in(movement, rate)
signal movement_out(movement, rate)
func update_text() -> void:
$Button.text = "%d - %s (%s)" % [movement_bit, movement_name, key_binding.as_text() if key_binding.keycode != 0 else "Unbound"]
func _ready() -> void:
var animatronic = get_node("../../../../../../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)
update_text()
func _movement_in(movement, rate):
pass
func _movement_out(movement, rate):
pass
func _on_button_pressed() -> void:
if (recording): return
if (binding):
update_text()
binding = false
return
if (key_binding.keycode == 0):
$Button.text = "Press a key to bind."
binding = true
else:
key_binding.keycode = 0
update_text()
func _input(event: InputEvent) -> void:
if (event is InputEventKey && binding):
if (event.keycode != KEY_ESCAPE):
key_binding = event
binding = false
update_text()
return