Large update with mostly rewritten character subsystem
This commit is contained in:
+193
-12
@@ -1,17 +1,198 @@
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extends Node
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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#var accessory_data = {}
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#var slots = ["body", "top", "panties", "shirt", "pants"]
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#var slots_female = ["body", "top", "panties"]
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#var slots_male = ["body"]
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#var helpers = {
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# "body": "base",
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# "top": "base",
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# "panties": "base",
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# "shirt": "tights",
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# "pants": "tights"
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# }
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#var data_male = {}
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#var data_female = {}
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#var characters = [load("res://characters/male_2018.tscn"), load("res://characters/female_2018.tscn")]
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#var character_data = []
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#func load_accessory_data():
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# var fd = File.new()
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# fd.open("res://characters/accessory.json", File.READ)
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# var confs = fd.get_as_text()
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# var json = JSON.parse(confs)
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# accessory_data = json.result
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# Called when the node enters the scene tree for the first time.
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var characters = [load("res://characters/male_2018.tscn"), load("res://characters/female_2018.tscn")]
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func _ready():
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pass # Replace with function body.
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# var cha_male: CharacterModifierSet
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# var cha_female: CharacterModifierSet
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# var base_male = characters[0].instance()
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# var base_female = characters[1].instance()
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# var fd = File.new()
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## fd.open("characters/blendmaps.bin", File.READ);
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# cha_male = CharacterModifierSet.new()
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# character_data.push_back(cha_male)
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# cha_female = CharacterModifierSet.new()
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# character_data.push_back(cha_female)
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# cha_female.set_base_name("body")
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# cha_male.set_base_name("body")
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# for e in slots:
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# print(e)
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# cha_female.add_slot(e, helpers[e], 1)
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# cha_male.add_slot(e, helpers[e], 1)
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# cha_female.add_mesh_scene(characters[1])
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# cha_male.add_mesh_scene(characters[0])
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# cha_female.process()
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# cha_male.process()
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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#func _physics_process(delta):
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# for obj in get_tree().get_nodes_in_group("characters"):
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# pass
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### cha_male.add_bone_modifier("head_scale", base_male, "head", Transform().scaled(Vector3(1.3, 1.3, 1.3)))
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### cha_female.add_bone_modifier("head_scale", base_female, "head", Transform().scaled(Vector3(1.3, 1.3, 1.3)))
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### cha_male.add_bone_modifier("head_up", base_male, "head", Transform().translated(Vector3(0.0, 0.1, 0.0)))
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### cha_female.add_bone_modifier("head_up", base_female, "head", Transform().translated(Vector3(0.0, 0.1, 0.0)))
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### # cha_male.add_bone_modifier("shoulder_l_rot", base_male, "shoulder01_L", Transform().rotated(Vector3(1, 0, 0), 95 * PI / 360.0))
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### # cha_female.add_bone_modifier("shoulder_l_rot", base_female, "shoulder01_L", Transform().rotated(Vector3(1, 0, 0), 95 * PI / 360.0))
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### cha_male.add_bone_modifier("height", base_male, "pelvis", Transform().scaled(Vector3(1.2, 1.2, 1.2)))
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### cha_female.add_bone_modifier("height", base_female, "pelvis", Transform().scaled(Vector3(1.2, 1.2, 1.2)))
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### # cha_male.add_bone_modifier_pair("shoulder", base_male,
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### # ["shoulder01_L", Transform().rotated(Vector3(1, 0, 0), 95 * PI / 360.0)],
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### # ["shoulder01_R", Transform().rotated(Vector3(1, 0, 0), 95 * PI / 360.0)])
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### # cha_female.add_bone_modifier_pair("shoulder", base_female,
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### # ["shoulder01_L", Transform().rotated(Vector3(1, 0, 0), 95 * PI / 360.0)],
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### # ["shoulder01_R", Transform().rotated(Vector3(1, 0, 0), 95 * PI / 360.0)])
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### cha_male.add_bone_modifier_group("mouth_up", base_male,
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### PoolStringArray(["special01", "special04", "levator04_L", "levator04_R"]),
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### [Transform().translated(Vector3(0.0, -0.004, 0.0)),
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### Transform().translated(Vector3(0.0, 0.008, 0.0)),
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### Transform().translated(Vector3(0.016, -0.019, 0.0)),
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### Transform().translated(Vector3(-0.016, -0.019, 0.0))
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### ])
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### cha_female.add_bone_modifier_group("mouth_up", base_female,
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### PoolStringArray(["special01", "special04", "levator04_L", "levator04_R"]),
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### [Transform().translated(Vector3(0.0, -0.004, 0.0)),
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### Transform().translated(Vector3(0.0, 0.008, 0.0)),
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### Transform().translated(Vector3(0.016, -0.019, 0.0)),
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### Transform().translated(Vector3(-0.016, -0.019, 0.0))
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### ])
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### cha_male.add_bone_modifier_group("eyes_up", base_male,
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### PoolStringArray(["orbicularis03_L", "orbicularis04_L", "eye_L", "eye_tracker.L",
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### "orbicularis03_R", "orbicularis04_R", "eye_R", "eye_tracker.R"]),
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### [Transform().translated(Vector3(0.0, 0.002, 0.004)),
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### Transform().translated(Vector3(0.0, 0.002, 0.004)),
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### Transform().translated(Vector3(0.0, 0.002, 0.004)),
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### Transform().translated(Vector3(0.0, 0.002, 0.004)),
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### Transform().translated(Vector3(0.0, 0.002, 0.004)),
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### Transform().translated(Vector3(0.0, 0.002, 0.004)),
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### Transform().translated(Vector3(0.0, 0.002, 0.004)),
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### Transform().translated(Vector3(0.0, 0.002, 0.004))])
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### cha_female.add_bone_modifier_group("eyes_up", base_female,
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### PoolStringArray(["orbicularis03_L", "orbicularis04_L", "eye_L",
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### "orbicularis03_R", "orbicularis04_R", "eye_R"]),
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### [Transform().translated(Vector3(0.0, 0.002, 0.004)),
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### Transform().translated(Vector3(0.0, 0.002, 0.004)),
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### Transform().translated(Vector3(0.0, 0.002, 0.004)),
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### Transform().translated(Vector3(0.0, 0.002, 0.004)),
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### Transform().translated(Vector3(0.0, 0.002, 0.004)),
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### Transform().translated(Vector3(0.0, 0.002, 0.004))])
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### cha_male.add_bone_modifier_group("eyebrows_up", base_male,
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### PoolStringArray(["temporalis01_L", "temporalis01_R"]),
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### [Transform().translated(Vector3(0.0, 0.015, 0.0)),
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### Transform().translated(Vector3(0.0, 0.015, 0.0))])
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### cha_female.add_bone_modifier_group("eyebrows_up", base_female,
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### PoolStringArray(["temporalis01_L", "temporalis01_R"]),
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### [Transform().translated(Vector3(0.0, 0.015, 0.0)),
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### Transform().translated(Vector3(0.0, 0.015, 0.0))])
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### cha_male.add_bone_modifier_group("eyebrows_rotate1", base_male,
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### PoolStringArray(["oculi02_L", "oculi02_R"]),
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### [Transform().rotated(Vector3(0, 1, 0), -PI/14.0),
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### Transform().rotated(Vector3(0, 1, 0), PI/14.0)])
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### cha_female.add_bone_modifier_group("eyebrows_rotate1", base_female,
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### PoolStringArray(["oculi02_L", "oculi02_R"]),
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### [Transform().rotated(Vector3(0, 1, 0), -PI/14.0),
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### Transform().rotated(Vector3(0, 1, 0), PI/14.0)])
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### cha_male.add_bone_modifier_group("eyebrows_rotate2", base_male,
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### PoolStringArray(["oculi01_L", "oculi01_R"]),
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### [Transform().rotated(Vector3(0, 1, 0), -PI/4.0),
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### Transform().rotated(Vector3(0, 1, 0), PI/4.0)])
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### cha_female.add_bone_modifier_group("eyebrows_rotate2", base_female,
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### PoolStringArray(["oculi01_L", "oculi01_R"]),
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### [Transform().rotated(Vector3(0, 1, 0), -PI/4.0),
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### Transform().rotated(Vector3(0, 1, 0), PI/4.0)])
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# base_male.queue_free()
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# base_female.queue_free()
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# load_accessory_data()
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CharacterGenderList.config()
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#var root_scene: Node
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#func set_root_scene(sc: Node):
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# root_scene = sc
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var genders = ["male", "female"]
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#func select_front_hair(ch: Node, value: float):
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# var cha = ch.get_meta("mod")
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# var id = ch.get_meta("data_id")
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# var front_list = cha.get_accessory_list(genders[id], "hair", "front_hair")
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# var num = int(front_list.size() * value)
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# num = clamp(num, 0, front_list.size() - 1)
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# character_data[id].set_accessory(ch, "front_hair", genders[id], "hair", front_list[num])
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# ch.set_meta("front_hair", front_list[num])
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#
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#func select_back_hair(ch: Node, value: float):
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# var cha = ch.get_meta("mod")
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# var id = ch.get_meta("data_id")
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# var back_list = cha.get_accessory_list(genders[id], "hair", "back_hair")
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# var num = int(front_list.size() * value)
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# num = clamp(num, 0, front_list.size() - 1)
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# character_data[id].set_accessory(ch, "front_hair", genders[id], "hair", front_list[num])
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# ch.set_meta("back_hair", "back_hair1")
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func spawn_character(id, xform):
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# var ch = character_data[id].spawn()
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var ch = CharacterInstanceList.create(genders[id], xform, {})
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# root_scene.add_child(ch)
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# ch.transform = xform
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ch.set_meta("data_id", id)
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# character_data[id].hide_slot(ch, "hair")
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# character_data[id].set_accessory(ch, "front_hair", genders[id], "hair", "front_hair1")
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# character_data[id].set_accessory(ch, "back_hair", genders[id], "hair", "back_hair1")
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# ch.set_meta("front_hair", "front_hair1")
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# ch.set_meta("back_hair", "back_hair1")
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return ch
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func get_modifier_list(ch: Node):
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# var cha = ch.get_meta("mod")
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# return cha.get_modifier_list()
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return CharacterInstanceList.get_base_modifier_list()
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func get_modifier_value(ch: Node, mod_id):
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# var cha = ch.get_meta("mod")
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# var mesh_id = ch.get_meta("mesh_id")
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# return cha.get_modifier_value(mesh_id, mod_id)
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return CharacterInstanceList.get_mod_value(ch, mod_id)
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func set_modifier_value(ch: Node, mod_id, value):
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# var cha = ch.get_meta("mod")
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# var mesh_id = ch.get_meta("mesh_id")
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# cha.set_modifier_value(mesh_id, mod_id, value)
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CharacterInstanceList.set_mod_value(ch, mod_id, value)
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#func modify(ch: Node):
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# var cha = ch.get_meta("mod")
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# cha.modify(ch)
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func update():
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CharacterInstanceList.update()
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func remove(ch):
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# var cha = ch.get_meta("mod")
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# cha.remove(ch)
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CharacterInstanceList.remove(ch)
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#func spawn_accessory(slot: MeshInstance, gender: String, atype: String, aname: String):
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# var mesh: ArrayMesh = load(accessory_data[gender][atype][aname].path)
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# for c in range(mesh.get_surface_count()):
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# var mat: SpatialMaterial = load(accessory_data[gender][atype][aname].materials[c].path)
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# mesh.surface_set_material(c, mat)
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# slot.mesh = mesh
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@@ -101,10 +101,10 @@ func _unhandled_input(event):
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if event.button_mask & BUTTON_MASK_LEFT:
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click2d = event.position
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click2d_update = true
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print("click!")
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# print("click!")
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func _physics_process(delta):
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if click2d_update:
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print("click! 2")
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# print("click! 2")
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if camera:
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var world : = camera.get_world()
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var space := world.direct_space_state
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@@ -115,7 +115,7 @@ func _physics_process(delta):
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if result.has("position"):
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click3d = result.position
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click3d_update = true
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print("click! 3")
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# print("click! 3")
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emit_signal("user_click", click3d)
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click2d_update = false
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@@ -511,7 +511,7 @@ func convert_vertices():
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for e in range(vertices.size()):
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vertices[e]._neighbors = []
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for h in vertices[e].neighbors:
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assert h
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assert(h)
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# print(pos2vertex[h.pos])
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vertices[e]._neighbors.push_back(pos2vertex[h.pos]._index)
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func has_neighbor(v, n):
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@@ -581,7 +581,7 @@ func remove_neighbor(v, n):
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# var triangle = [e1, e2, e3]
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# triangles.push_back(triangle)
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func sort_edges(edge_data: PoolIntArray) -> PoolIntArray:
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assert edge_data.size() > 0
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assert(edge_data.size() > 0)
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var inb = Array(edge_data)
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var cur = -1
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var cur_p = -1
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@@ -613,7 +613,7 @@ func sort_edges(edge_data: PoolIntArray) -> PoolIntArray:
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# for p in edge_data:
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# print(p, ": ", edges[p].p1, " - ", edges[p].p2)
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# print(ret.size(), " ", edge_data.size(), " ", edge_data, " -> ", ret)
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assert ret.size() > 0 && ret.size() == edge_data.size()
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assert(ret.size() > 0 && ret.size() == edge_data.size())
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return ret
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func edges2points(edge_data):
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var ret = {}
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@@ -631,7 +631,7 @@ func edges2points(edge_data):
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"road": edges[e].road
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})
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idx += 1
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assert ret.points.size() > 0 && ret.points.size() == edge_data.size()
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assert(ret.points.size() > 0 && ret.points.size() == edge_data.size())
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return ret
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#func build_polygons():
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# print("triangulation: ", triangulation.size())
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@@ -1060,8 +1060,8 @@ class VertexData:
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data = v
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_road_width = road_width
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_sidewalk_width = sidewalk_width
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assert v.has("_index")
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assert v.has("_neighbors")
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assert(v.has("_index"))
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assert(v.has("_neighbors"))
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func angle_sort_helper(a, b):
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var v1: Vector2 = a[1] - a[0]
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var v2: Vector2 = b[1] - b[0]
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@@ -1069,7 +1069,7 @@ class VertexData:
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return true
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return false
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func get_wedges(vertices: Array) -> Array:
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assert data
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assert(data)
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var edges = []
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for id in data._neighbors:
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edges.push_back([data.pos, vertices[id].pos, data._index, id])
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@@ -20,6 +20,11 @@ var quests : = []
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var team_train_count : = 0
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# warning-ignore:unused_class_variable
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var arrow: Spatial
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# warning-ignore:unused_class_variable
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var next_scene: String
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var player_visual = {
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"gender": "male"
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}
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func room_event(ev: String):
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if current_room:
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Reference in New Issue
Block a user