GodotProjects/Sprout/addons/dialogic/Example Assets/portraits/CustomPortrait_FaceAtlas.gd
2023-01-03 16:54:53 -07:00

48 lines
1.5 KiB
GDScript

@tool
extends Node2D
var portrait
@export var portrait_width: int
@export var portrait_height: int
var does_custom_portrait_change = true
func _ready():
$Alien.hide()
# Function to accept and use the extra data, if the custom portrait wants to accept it
func _set_extra_data(data: String) -> void:
if data == "alien":
$Alien.show()
elif data == "no_alien":
$Alien.hide()
# This function can be overridden. Defaults to true, if not overridden!
func _should_do_portrait_update(character:DialogicCharacter, portrait:String) -> bool:
return true
# If the custom portrait accepts a change, then accept it here
func _update_portrait(passed_character:DialogicCharacter, passed_portrait:String) -> void:
for face in $Faces.get_children():
face.hide()
if 'happy' in passed_portrait.to_lower():
$Faces/Smile.show()
elif 'sad' in passed_portrait.to_lower():
$Faces/Frown.show()
elif 'joy' in passed_portrait.to_lower():
$Faces/Joy.show()
elif 'shock' in passed_portrait.to_lower():
$Faces/Shock.show()
elif 'angry' in passed_portrait.to_lower():
$Faces/Anger.show()
else:
$Faces/Neutral.show()
func _set_mirror(mirror:bool) -> void:
if mirror: scale.x *= -1
# if implemented, this is used by the editor for the "full view" mode
func _get_covered_rect() -> Rect2:
#return Rect2($Faces/Anger.position+$Faces.position, $Faces/Anger.get_rect().size*$Faces/Anger.scale*$Faces.scale) # will fcus on the face
return Rect2($Body.position, $Body.get_rect().size*$Body.scale)