extends Node # Declare member variables here. Examples: # var a = 2 # var b = "text" # Called when the node enters the scene tree for the first time. var root var skel var garments = ["female-panties1", "female-bra1"] var basedir = "res://scenes/clothes/" var material = preload("res://scenes/clothes/cloth.material") func _init(): root = get_parent() assert(root.has_meta("skeleton")) root.add_to_group("sacrifice") call_deferred("setup_markers") characters.call_deferred("setup_garments", root, garments, [], material) func setup_markers(): var cmdq = [] if root.has_meta("cmdqueue"): cmdq = root.get_meta("cmdqueue") cmdq.push_back(["hide_marker", "head/marker_talk"]) cmdq.push_back(["hide_marker", "head/marker_hips_action"]) # cmdq.push_back(["register_marker", self, "hips/marker_dagger_sacrifice", # { # "method": "dagger_sacrifice" # } # ]) # cmdq.push_back(["hide_marker", "hips/marker_dagger_sacrifice"]) cmdq.push_back(["anim_state", "sacrifice"]) root.set_meta("cmdqueue", cmdq) func _process(delta): if !skel: skel = root.get_meta("skeleton") # var sacrifice_marker = skel.get_node("hips/marker_dagger_sacrifice") # if sacrifice_marker.visible && !inventory.items.s_dagger: # sacrifice_marker.hide() # elif !sacrifice_marker.visible && inventory.items.s_dagger: # sacrifice_marker.show() #func dagger_sacrifice(data): # print("dagger sacrifice") # var cmdq = [] # var other = get_viewport().get_camera().get_meta("player") # if other.has_meta("cmdqueue"): # cmdq = other.get_meta("cmdqueue") # cmdq.push_back(["anim_param", "blade_right/blend_amount", 1.0]) # cmdq.push_back(["equip", "wrist_r/weapon_right", "s_dagger"]) # other.set_meta("cmdqueue", cmdq) # group_manager.submit_player_npc_event_arot(root, "sacrificed-a", root, "sacrificed", root)