199 lines
5.4 KiB
GDScript
199 lines
5.4 KiB
GDScript
extends KinematicBody
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const MOTION_INTERPOLATE_SPEED = 10
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var orientation = Transform()
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var fixup = Transform()
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var root_motion = Transform()
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var motion = Vector2()
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var motion_target = Vector2()
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var velocity = Vector3()
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var disable_gravity = false
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const p1 = "parameters/main/playback"
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const p2 = "parameters/main/Motion/playback"
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func _ready():
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# var ap = $AnimationTree.get_node($AnimationTree.get_animation_player())
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orientation = global_transform
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orientation.origin = Vector3()
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add_to_group("characters")
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do_ungrab()
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func _physics_process(delta):
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# motion = motion.linear_interpolate(motion_target, MOTION_INTERPOLATE_SPEED * delta)
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assert(has_meta("grabbed"))
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var in_smart_obj = get_meta("smart_object")
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if get_meta("grabbed"):
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orientation.basis = get_parent().global_transform.basis
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root_motion = $AnimationTree.get_root_motion_transform()
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orientation *= root_motion
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var h_velocity = orientation.origin / delta
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velocity.x = h_velocity.x
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velocity.z = h_velocity.z
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velocity.y = h_velocity.y
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if !get_meta("grabbed") && !in_smart_obj && !disable_gravity:
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velocity.y += -9.8
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velocity = move_and_slide(velocity,Vector3(0,1,0))
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orientation.origin = Vector3()
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fixup.origin = Vector3()
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orientation *= Transform().interpolate_with(fixup, delta)
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orientation = orientation.orthonormalized()
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global_transform.basis = orientation.basis
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if get_meta("grabbed"):
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global_transform.origin = get_parent().global_transform.origin
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# global_transform = get_parent().global_transform
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if attacking >= 0.0:
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attacking -= delta
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rpg.update_stats(self)
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rpg.update_needs(self)
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var skel
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func get_skeleton():
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if skel:
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return get_node(skel)
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var queue = [self]
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while queue.size() > 0:
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var item = queue.pop_front()
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if item is Skeleton:
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skel = get_path_to(item)
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return get_node(skel)
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for k in item.get_children():
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queue.push_back(k)
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func get_anim_player():
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return $female_2018/female_2018/AnimationPlayer
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var attachment_start
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var attachment_end
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var mod_p = false
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func get_front_neck_target():
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if !mod_p:
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$female_2018/female_2018/neck02BoneAttachment/front_neck_target.transform.basis = Basis()
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mod_p = true
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return $female_2018/female_2018/neck02BoneAttachment/front_neck_target
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func add_attachment(bname, xform):
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var ba: BoneAttachment = BoneAttachment.new()
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ba.bone_name = bname
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var sk = get_skeleton()
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sk.add_child(ba)
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var on1 = Spatial.new()
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ba.add_child(on1)
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var on2 = Spatial.new()
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ba.add_child(on2)
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on1.transform = Transform()
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# on1.global_transform.basis = Basis()
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on2.transform = xform
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# on2.rotate_y(PI)
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attachment_start = ba
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attachment_end = on2
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return on2
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static func calc_offset(c2, bone2):
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var skel2 = c2.get_skeleton()
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var id2 = skel2.find_bone(bone2)
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assert(skel2 != null)
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assert(id2 >= 0)
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var offt2 = skel2.get_bone_global_pose(id2).origin
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var offset = Vector3(-offt2.x, -offt2.y, -offt2.z)
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# print("offset: ", offset)
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return offset
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var act = {
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"stop":[
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["travel", p1, "Motion"],
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["travel", p2, "stand"],
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],
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"walk":[
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["travel", p1, "Motion"],
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["travel", p2, "walk"],
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],
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"grabbed":[
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["set", "parameters/free_grabbed/current", 1],
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["set", "parameters/grabbed_seek/seek_position", 0.0]
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],
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"ungrabbed":[
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["set", "parameters/free_grabbed/current", 0]
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],
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"grab":[
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["set", "parameters/grab/blend_amount", 1.0],
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["set", "parameters/grab_seek/seek_position", 0.0]
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],
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"grab_attack1_on":[
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["set", "parameters/grab_attack/active", true],
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],
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"grabbed_attacked1_on":[
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["set", "parameters/grabbed_attacked/active", true],
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],
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"ungrab":[
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["set", "parameters/grab/blend_amount", 0.0]
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],
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"throw_projectile":[
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["set", "parameters/throw/active", true]
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]
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}
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#func skirt_simulation(enable):
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# if enable:
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# var skel: Skeleton = get_skeleton()
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# for k in range(skel.get_bone_count()):
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# var bone = skel.get_bone_name(k)
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# if bone.begins_with("skirt"):
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# var pb: = PhysicalBone.new()
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# pb.bone_name = bone
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# pb.joint_type = pb.JOINT_TYPE_HINGE
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# pb.body_offset = skel.get_bone_global_pose(k)
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# pb.joint_offset = skel.get_bone_global_pose(k)
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# skel.add_child(pb)
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# var cs = CollisionShape.new()
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# var sshape: = BoxShape.new()
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# sshape.extents = Vector3(0.05, 0.05, 0.05)
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# cs.shape = sshape
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# pb.add_child(cs)
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# skel.physical_bones_add_collision_exception(self.get_rid())
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# skel.physical_bones_start_simulation()
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# else:
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# var skel: Skeleton = get_skeleton()
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# skel.physical_bones_stop_simulation()
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# skel.physical_bones_remove_collision_exception(self.get_rid())
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# for k in skel.get_children():
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# if k is PhysicalBone:
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# k.queue_free()
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func smart_obj(sm):
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for k in sm:
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if k[0] == "travel":
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$AnimationTree[k[1]].travel(k[2])
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if k[0] == "set":
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$AnimationTree[k[1]] = k[2]
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func do_stop():
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# if name != "player":
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# print(name, " stop")
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smart_obj(act.stop)
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func do_walk():
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# if name != "player":
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# print(name, "walk")
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smart_obj(act.walk)
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func set_walk_speed(x):
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var s = [["set", "parameters/main/Motion/walk/walk_speed/scale", x]]
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smart_obj(s)
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var grab_bone = "grabber_L"
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func do_grab():
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smart_obj(act.grab)
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var attacking = 0.0
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func do_attack():
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if attacking > 0.0:
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return
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if get_meta("grabbing"):
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smart_obj(act.grab_attack1_on)
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var s = grabbing.get_grabbed(self)
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s.do_attacked()
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rpg.melee_attack(self, s)
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attacking += 1.0
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else:
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smart_obj(act.throw_projectile)
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func do_attacked():
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if get_meta("grabbed"):
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smart_obj(act.grabbed_attacked1_on)
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func do_ungrab():
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smart_obj(act.ungrab)
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func do_grabbed():
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smart_obj(act.grabbed)
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func do_ungrabbed():
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smart_obj(act.ungrabbed)
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