Basic character, trait and preference resources
This commit is contained in:
23
scenes/character/chara_resource.gd
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23
scenes/character/chara_resource.gd
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@tool
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extends Resource
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class_name CharacterResource
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@export var chara_sprite: Texture2D:
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set(value):
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chara_sprite = value
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changed.emit()
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@export_category("Mask settings")
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@export var mask_eyes_location: Vector2 = Vector2.ZERO:
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set(value):
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mask_eyes_location = value
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changed.emit()
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@export var mask_mouth_location: Vector2 = Vector2.ZERO:
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set(value):
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mask_mouth_location = value
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changed.emit()
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@export_category("Traits and preferences")
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@export var traits: Array[Trait]
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@export var preferences: Array[Preference]
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1
scenes/character/chara_resource.gd.uid
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1
scenes/character/chara_resource.gd.uid
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uid://bwam50qxikpw4
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45
scenes/character/character.gd
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45
scenes/character/character.gd
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@tool
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extends Node2D
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class_name Character
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@export var chara_resource: CharacterResource:
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set(new_resource):
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chara_resource = new_resource
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_on_chara_resource_changed()
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# Connect the changed signal as soon as a new resource is being added.
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if chara_resource != null:
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chara_resource.changed.connect(_on_chara_resource_changed)
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@onready var face: Sprite2D = $Face
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@onready var mask_eyes: Mask = $MaskEyes
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@onready var mask_mouth: Mask = $MaskMouth
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var mask_eyes_location: Vector2
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var mask_mouth_location: Vector2
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func _on_chara_resource_changed() -> void:
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face.texture = chara_resource.chara_sprite
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mask_eyes_location = chara_resource.mask_eyes_location
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mask_mouth_location = chara_resource.mask_mouth_location
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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if Engine.is_editor_hint():
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_engine_process(delta)
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else:
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_game_process(delta)
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func _game_process(delta: float) -> void:
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pass
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func _engine_process(delta: float) -> void:
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mask_eyes.position = mask_eyes_location
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mask_mouth.position = mask_mouth_location
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1
scenes/character/character.gd.uid
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1
scenes/character/character.gd.uid
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uid://dnt4l1eghm1gi
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20
scenes/character/character.tscn
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20
scenes/character/character.tscn
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[gd_scene format=3 uid="uid://bvpyqyftqhy45"]
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[ext_resource type="Script" uid="uid://dnt4l1eghm1gi" path="res://scenes/character/character.gd" id="1_cuyo6"]
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[ext_resource type="Resource" uid="uid://da2ptl3f7h0ot" path="res://resources/characters/king.tres" id="2_fgi2k"]
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[ext_resource type="Texture2D" uid="uid://c57s3oksagauh" path="res://assets/sprites/sprites by judas la carotte/sprite3 happy small.png" id="3_f8hpl"]
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[ext_resource type="PackedScene" uid="uid://3jlukpb5hefb" path="res://scenes/mask/mask.tscn" id="3_mutn8"]
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[node name="Character" type="Node2D" unique_id=138741531]
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script = ExtResource("1_cuyo6")
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chara_resource = ExtResource("2_fgi2k")
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[node name="Face" type="Sprite2D" parent="." unique_id=855137033]
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texture = ExtResource("3_f8hpl")
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[node name="MaskMouth" parent="." unique_id=1087336064 instance=ExtResource("3_mutn8")]
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position = Vector2(-13.425, -173.61)
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[node name="MaskEyes" parent="." unique_id=428968220 instance=ExtResource("3_mutn8")]
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position = Vector2(-7.325, -274.11)
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scale = Vector2(2.599999, 0.76)
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14
scenes/character/preference.gd
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14
scenes/character/preference.gd
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extends Resource
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class_name Preference
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enum Pref {
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LOVE,
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APPROVE,
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DONT_CARE,
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DISAPPROVE,
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HATE
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}
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@export var name: String
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@export var trait_name: String
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@export var preference: Pref
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1
scenes/character/preference.gd.uid
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1
scenes/character/preference.gd.uid
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uid://djnkk7igqmtk
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11
scenes/character/tag.gd
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11
scenes/character/tag.gd
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extends Resource
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class_name TagResource
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enum Stimuli {
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VISION,
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SPEAKING,
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HEARING
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}
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@export var name: String
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@export var stimulis: Array[Stimuli]
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1
scenes/character/tag.gd.uid
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1
scenes/character/tag.gd.uid
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uid://837kteb5ihhm
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23
scenes/character/trait.gd
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23
scenes/character/trait.gd
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extends Resource
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class_name Trait
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enum Stimuli {
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VISION,
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SOUND,
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SMELL
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}
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@export var name : String
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@export var stimulis : Array[Stimuli]
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@export var tags : Array[String]
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta: float) -> void:
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pass
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1
scenes/character/trait.gd.uid
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1
scenes/character/trait.gd.uid
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uid://cya40uohlvgbr
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