mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 08:45:33 +00:00
Cheat Gun
This commit is contained in:
parent
f2e6025b35
commit
cb27f33a6d
21 changed files with 620 additions and 436 deletions
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@ -1,8 +1,16 @@
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[gd_resource type="Resource" script_class="BossPhase" load_steps=5 format=3 uid="uid://da1vjfavqs7u2"]
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[gd_resource type="Resource" script_class="BossPhase" load_steps=7 format=3 uid="uid://da1vjfavqs7u2"]
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[ext_resource type="PackedScene" uid="uid://c034favdy56p0" path="res://Scenes/Weapons/Bullets/enemyBullet_star_yellow.tscn" id="1_0bb8a"]
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[ext_resource type="Script" path="res://Scripts/Resources/BossPhase.cs" id="1_7asq8"]
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[ext_resource type="Script" path="res://Scripts/AttackPatterns/SpiralPattern.cs" id="1_ys2v3"]
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[ext_resource type="Script" path="res://Scripts/Resources/Modifiers/DelayedContinuousRotationModifier.cs" id="2_t0hje"]
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[sub_resource type="Resource" id="Resource_n6wfp"]
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script = ExtResource("2_t0hje")
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TimeInSeconds = 0.0
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ModifierType = 0
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Value = 80.0
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Continuous = false
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[sub_resource type="Resource" id="Resource_q4pcc"]
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script = ExtResource("1_ys2v3")
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@ -17,7 +25,7 @@ spread = 360.0
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owner = 2
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_damageType = 0
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_bulletDamage = 1.0
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_timeModifiers = null
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_timeModifiers = Array[Object]([SubResource("Resource_n6wfp")])
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_targetPlayer = false
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WaitForCompletion = true
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14
Resources/Bullets/cheat_bullet.tres
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14
Resources/Bullets/cheat_bullet.tres
Normal file
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@ -0,0 +1,14 @@
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[gd_resource type="Resource" script_class="BulletResource" load_steps=3 format=3 uid="uid://bopwqpmxoy1rd"]
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[ext_resource type="PackedScene" uid="uid://b1qnfiuokpvsr" path="res://Scenes/Weapons/bullet.tscn" id="1_i4nah"]
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[ext_resource type="Script" path="res://Scripts/Resources/BulletResource.cs" id="2_dbvc7"]
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[resource]
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script = ExtResource("2_dbvc7")
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BulletScene = ExtResource("1_i4nah")
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BulletSpeed = 100.0
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BulletDamage = 50.0
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LifeTime = 10.0
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Owner = 1
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DamageType = 0
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TimeModifiers = null
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18
Resources/Items/Cheat_Gun_Item.tres
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18
Resources/Items/Cheat_Gun_Item.tres
Normal file
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@ -0,0 +1,18 @@
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[gd_resource type="Resource" script_class="LootItem" load_steps=4 format=3 uid="uid://cfq121rs3bsu8"]
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[ext_resource type="PackedScene" uid="uid://pemr2lrv3ylk" path="res://Scenes/HUD/Items/ying_yang_gun_huditem.tscn" id="1_i6xgq"]
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[ext_resource type="Resource" uid="uid://ckppo2seg313h" path="res://Resources/Weapons/Cheat_Gun.tres" id="2_0na1t"]
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[ext_resource type="Script" path="res://Scripts/Resources/LootItem.cs" id="3_i0e51"]
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[resource]
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script = ExtResource("3_i0e51")
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ItemName = "Cheat Gun"
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ItemKey = "CheatGun"
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Item = 9
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WeaponData = ExtResource("2_0na1t")
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Amount = 1
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Max = 1
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PickupIfMaxed = true
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ConsumeOnUse = false
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UiType = 1
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HudItemScene = ExtResource("1_i6xgq")
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19
Resources/Weapons/Cheat_Gun.tres
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19
Resources/Weapons/Cheat_Gun.tres
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@ -0,0 +1,19 @@
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[gd_resource type="Resource" script_class="WeaponResource" load_steps=3 format=3 uid="uid://ckppo2seg313h"]
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[ext_resource type="Resource" uid="uid://bopwqpmxoy1rd" path="res://Resources/Bullets/cheat_bullet.tres" id="1_7fekn"]
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[ext_resource type="Script" path="res://Scripts/Resources/WeaponResource.cs" id="1_d3tbp"]
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[resource]
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script = ExtResource("1_d3tbp")
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Name = "Cheat Gun"
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BulletData = ExtResource("1_7fekn")
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RateOfFire = 0.4
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BulletCapacity = 200
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ReloadTime = 0.1
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AutoReload = true
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InfiniteAmmo = true
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BulletsPerShot = 1
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SpreadAngle = 0.0
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RandomSpread = 0.0
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AmmoKey = ""
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_rotationOffset = 0.0
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@ -1,16 +1,12 @@
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[gd_resource type="Resource" script_class="WeaponResource" load_steps=5 format=3 uid="uid://b8apu0l5fm4k"]
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[gd_resource type="Resource" script_class="WeaponResource" load_steps=3 format=3 uid="uid://b8apu0l5fm4k"]
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[ext_resource type="Resource" uid="uid://eu6n6c5175y8" path="res://Resources/Bullets/simple_ice_bullet.tres" id="1_85ef1"]
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[ext_resource type="PackedScene" uid="uid://b1qnfiuokpvsr" path="res://Scenes/Weapons/bullet.tscn" id="1_yby7n"]
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[ext_resource type="PackedScene" uid="uid://dfbmny3s4rili" path="res://Scenes/Particles/IceBulletParticle.tscn" id="2_icuny"]
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[ext_resource type="Script" path="res://Scripts/Resources/WeaponResource.cs" id="2_m8dps"]
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[resource]
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script = ExtResource("2_m8dps")
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Name = "Icicle Gun"
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BulletData = ExtResource("1_85ef1")
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BulletScene = ExtResource("1_yby7n")
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DestructionParticlesScene = ExtResource("2_icuny")
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RateOfFire = 0.1
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BulletCapacity = 4
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ReloadTime = 0.2
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@ -20,10 +16,4 @@ BulletsPerShot = 1
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SpreadAngle = 0.0
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RandomSpread = 0.0
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AmmoKey = ""
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BulletSpeed = 300.0
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BulletDamage = 1.0
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LifeTime = 10.0
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_rotationOffset = 0.0
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owner = 1
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_damageType = 0
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_timeModifiers = null
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@ -17,6 +17,8 @@ public partial class Barrel : Area2D, IDestructible
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[Export] public PackedScene ExplosionParticles { get; set; }
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[Export] public BulletResource ExplosionData { get; set; }
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[Export] public BulletOwner BulletGroup { get; set; } = BulletOwner.None;
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private GameManager _gameManager;
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private float _currentHealth = 0f;
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@ -48,10 +48,10 @@ func smooth_damp(current: float, target: float, current_velocity: float, smooth_
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return [output, current_velocity]
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func _unhandled_input(_event: InputEvent) -> void:
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if Input.is_key_pressed(KEY_1):
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if Input.is_action_just_pressed("debug_camera_1"):
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pixel_snap = not pixel_snap
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print("Camera pixel snap: ", pixel_snap)
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if Input.is_key_pressed(KEY_2):
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if Input.is_action_just_pressed("debug_camera_2"):
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enable_smoothing = not enable_smoothing
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print("Camera smoothing: ", enable_smoothing)
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7
Scenes/HUD/Items/ying_yang_gun_huditem.tscn
Normal file
7
Scenes/HUD/Items/ying_yang_gun_huditem.tscn
Normal file
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@ -0,0 +1,7 @@
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[gd_scene load_steps=2 format=3 uid="uid://pemr2lrv3ylk"]
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[ext_resource type="Texture2D" uid="uid://61kfxc7k3do" path="res://Sprites/Items/Ying_Yang_Gun.png" id="1_l8amd"]
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[node name="YingYangGun" type="TextureRect"]
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texture = ExtResource("1_l8amd")
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stretch_mode = 2
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19
Scenes/Items/Cheat_Gun_Pickup.tscn
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19
Scenes/Items/Cheat_Gun_Pickup.tscn
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@ -0,0 +1,19 @@
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[gd_scene load_steps=5 format=3 uid="uid://4q82gggqax87"]
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[ext_resource type="Script" path="res://Scripts/Interactables/ItemPickup.cs" id="1_vx8ix"]
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[ext_resource type="Resource" uid="uid://cfq121rs3bsu8" path="res://Resources/Items/Cheat_Gun_Item.tres" id="2_si1ac"]
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[ext_resource type="Texture2D" uid="uid://61kfxc7k3do" path="res://Sprites/Items/Ying_Yang_Gun.png" id="4_pj6iu"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_jtwy2"]
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[node name="CheaetGun" type="Area2D" groups=["Interactable"]]
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collision_layer = 4
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collision_mask = 2
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script = ExtResource("1_vx8ix")
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LootTable = [ExtResource("2_si1ac")]
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture = ExtResource("4_pj6iu")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_jtwy2")
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19
Scenes/Items/Ice_Shotgun_Pickup.tscn
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19
Scenes/Items/Ice_Shotgun_Pickup.tscn
Normal file
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@ -0,0 +1,19 @@
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[gd_scene load_steps=5 format=3 uid="uid://ddwcib46ttlrp"]
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[ext_resource type="Script" path="res://Scripts/Interactables/ItemPickup.cs" id="1_gpoff"]
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[ext_resource type="Resource" uid="uid://dau0s8ob7qnpc" path="res://Resources/Items/IceShotgun.tres" id="2_l5f4t"]
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[ext_resource type="Texture2D" uid="uid://b46usr10jhmev" path="res://Sprites/Items/Ice_Shotgun.png" id="3_w7kfy"]
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[sub_resource type="CircleShape2D" id="CircleShape2D_jtwy2"]
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[node name="IceShotgun" type="Area2D" groups=["Interactable"]]
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collision_layer = 4
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collision_mask = 2
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script = ExtResource("1_gpoff")
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LootTable = [ExtResource("2_l5f4t")]
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[node name="Sprite2D" type="Sprite2D" parent="."]
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texture = ExtResource("3_w7kfy")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("CircleShape2D_jtwy2")
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@ -6,7 +6,9 @@
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[sub_resource type="CircleShape2D" id="CircleShape2D_jtwy2"]
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[node name="IcicleGun" type="Area2D"]
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[node name="IcicleGun" type="Area2D" groups=["Interactable"]]
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collision_layer = 4
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collision_mask = 2
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script = ExtResource("1_rdvi1")
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LootTable = [ExtResource("2_6qt07")]
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@ -7,11 +7,10 @@
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radius = 4.0
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[node name="Bullet" type="Area2D" groups=["bullets"]]
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collision_layer = 128
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collision_mask = 71
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collision_layer = 136
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collision_mask = 87
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script = ExtResource("1_w5w28")
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Speed = 200.0
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Owner = 2
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metadata/_edit_group_ = true
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[node name="Sprite2D" type="Sprite2D" parent="."]
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@ -11,7 +11,6 @@ collision_layer = 8
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collision_mask = 85
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script = ExtResource("1_jvxw3")
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Speed = 200.0
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Owner = 1
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metadata/_edit_group_ = true
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[node name="Sprite2D" type="Sprite2D" parent="."]
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File diff suppressed because one or more lines are too long
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@ -9,204 +9,223 @@ using Cirno.Scripts.Resources;
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public partial class Bullet : Area2D
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{
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[Export]
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public float Speed = 1900f;
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public BulletOwner BulletOwner => _bulletInfo?.Owner ?? BulletOwner.None;
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public float Damage => _bulletInfo?.Damage ?? 1;
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[Export] public float Speed = 1900f;
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public DamageType DamageType => _bulletInfo?.DamageType ?? DamageType.Neutral;
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public BulletOwner BulletOwner => _bulletInfo?.Owner ?? BulletOwner.None;
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protected Vector2 _direction = Vector2.Right;
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private double _elapsedTime = 0f;
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private BulletInfo _bulletInfo;
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public float Damage => _bulletInfo?.Damage ?? 1;
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public BulletInfo BulletInfo => _bulletInfo;
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public DamageType DamageType => _bulletInfo?.DamageType ?? DamageType.Neutral;
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private List<ModifierWrapper> _modifiers = new();
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private GameManager _gameManager;
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protected Vector2 _direction = Vector2.Right;
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public void Initialize(BulletInfo bulletInfo, GameManager gameManager)
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{
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_bulletInfo = bulletInfo;
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private double _elapsedTime = 0f;
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private BulletInfo _bulletInfo;
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_gameManager = gameManager;
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public BulletInfo BulletInfo => _bulletInfo;
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// Need to clone them here
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// _modifiers = _bulletInfo.TimeModifiers.Select(x => x.MakeClone()).ToList();
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private List<ModifierWrapper> _modifiers = new();
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// var clonedModifiers = _bulletInfo.TimeModifiers.Select(x => x.MakeClone());
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// _modifiers = clonedModifiers.ToList();
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private GameManager _gameManager;
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public void Initialize(BulletInfo bulletInfo, GameManager gameManager)
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{
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_bulletInfo = bulletInfo;
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_gameManager = gameManager;
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// Need to clone them here
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// _modifiers = _bulletInfo.TimeModifiers.Select(x => x.MakeClone()).ToList();
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// Ugly hack to make instances unique
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_modifiers = _bulletInfo.TimeModifiers.Select(x => x.Wrap()).ToList();
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}
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private void ApplyTimeModifiers(double delta)
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{
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foreach (var modifier in _modifiers)
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{
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if (_elapsedTime >= modifier.TimeModifier.TimeInSeconds)
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{
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if (!modifier.Applied)
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{
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modifier.Applied = true;
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modifier.TimeModifier.Start(this);
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}
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modifier.TimeModifier.Update(this, delta);
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// switch (modifier.ModifierType)
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// {
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// case TimeModifierType.SpeedChange:
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// //_bulletInfo.Speed += modifier.Value;
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// Speed = modifier.Value;
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// break;
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// case TimeModifierType.RotationChange:
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// RotateBullet(modifier.Value);
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// //Rotation += Mathf.DegToRad(modifier.Value);
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// break;
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// case TimeModifierType.FacePlayer:
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// FacePlayer();
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// break;
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// }
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// if (!modifier.Continuous)
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// {
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// modifier.Applied = true;
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// }
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}
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}
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}
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public virtual void RotateBullet(float degrees)
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{
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float radians = Mathf.DegToRad(degrees);
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_direction = _direction.Rotated(radians).Normalized(); // Rotate direction
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SetRotation(Rotation + radians);
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//Rotation = radians;
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}
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public void FacePlayer()
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{
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if (_gameManager.Player != null)
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{
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_direction = (_gameManager.Player.GlobalPosition - this.GlobalPosition).Normalized();
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RotateBullet(0); // quick hack to rotate lasers
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//LookAt(player.GlobalPosition);
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}
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}
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// var clonedModifiers = _bulletInfo.TimeModifiers.Select(x => x.MakeClone());
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// _modifiers = clonedModifiers.ToList();
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||||
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||||
//private void OnBodyEntered(Node body)
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//{
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// When a body is entered, invoke the event and pass the collided body
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// BulletHit?.Invoke(body);
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// Ugly hack to make instances unique
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_modifiers = _bulletInfo.TimeModifiers.Select(x => x.Wrap()).ToList();
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}
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// Then remove the bullet
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// QueueFree();
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||||
//}
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||||
private void ApplyTimeModifiers(double delta)
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||||
{
|
||||
foreach (var modifier in _modifiers)
|
||||
{
|
||||
if (_elapsedTime >= modifier.TimeModifier.TimeInSeconds)
|
||||
{
|
||||
if (!modifier.Applied)
|
||||
{
|
||||
modifier.Applied = true;
|
||||
modifier.TimeModifier.Start(this);
|
||||
}
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||||
|
||||
public void SetDirection(Vector2 direction)
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||||
{
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var normalized = direction.Normalized();
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modifier.TimeModifier.Update(this, delta);
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||||
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||||
_direction = normalized;
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||||
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||||
SetRotation(Mathf.Atan2(normalized.Y,normalized.X) + Mathf.Pi / 2);
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||||
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//Debug.WriteLine($"Bullet Shot at direction {direction.X} {direction.Y}");
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}
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// switch (modifier.ModifierType)
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// {
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// case TimeModifierType.SpeedChange:
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// //_bulletInfo.Speed += modifier.Value;
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// Speed = modifier.Value;
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||||
// break;
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// case TimeModifierType.RotationChange:
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// RotateBullet(modifier.Value);
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// //Rotation += Mathf.DegToRad(modifier.Value);
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// break;
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// case TimeModifierType.FacePlayer:
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// FacePlayer();
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// break;
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||||
// }
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||||
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||||
// Called every frame. 'delta' is the elapsed time since the previous frame.
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||||
public override void _Process(double delta)
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||||
{
|
||||
_elapsedTime += delta;
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||||
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||||
}
|
||||
// if (!modifier.Continuous)
|
||||
// {
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||||
// modifier.Applied = true;
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||||
// }
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||||
}
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||||
}
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||||
}
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||||
public override void _PhysicsProcess(double delta)
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{
|
||||
if (_bulletInfo != null)
|
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{
|
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ApplyTimeModifiers(delta);
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}
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||||
|
||||
this.Position += ((float)(Speed * delta) * _direction);
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||||
}
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||||
public virtual void RotateBullet(float degrees)
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{
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float radians = Mathf.DegToRad(degrees);
|
||||
_direction = _direction.Rotated(radians).Normalized(); // Rotate direction
|
||||
SetRotation(Rotation + radians);
|
||||
//Rotation = radians;
|
||||
}
|
||||
|
||||
private void _on_visible_on_screen_notifier_2d_screen_exited()
|
||||
{
|
||||
//Debug.WriteLine("Destroy bullet out of screen");
|
||||
Destroy();
|
||||
}
|
||||
public virtual void RotateSpriteDegrees(float degrees)
|
||||
{
|
||||
SetRotationDegrees(RotationDegrees + degrees);
|
||||
}
|
||||
|
||||
private void _on_body_entered(Node2D body)
|
||||
{
|
||||
if (body.IsInGroup("Solid"))
|
||||
{
|
||||
//Debug.WriteLine("Collision");
|
||||
Destroy();
|
||||
}
|
||||
//// Do not Collide with body for purpose of destroying bullets
|
||||
// else if (body.IsInGroup("Destroyable"))
|
||||
// {
|
||||
// Debug.WriteLine("Collision with destroyable object body");
|
||||
// QueueFree();
|
||||
// }
|
||||
|
||||
}
|
||||
public virtual void RotateSprite(float radians)
|
||||
{
|
||||
SetRotation(Rotation + radians);
|
||||
}
|
||||
|
||||
private void _on_area_entered(Area2D area)
|
||||
{
|
||||
if (area.IsInGroup("Solid"))
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
public void FacePlayer()
|
||||
{
|
||||
if (_gameManager.Player != null)
|
||||
{
|
||||
_direction = (_gameManager.Player.GlobalPosition - this.GlobalPosition).Normalized();
|
||||
RotateBullet(0); // quick hack to rotate lasers
|
||||
//LookAt(player.GlobalPosition);
|
||||
}
|
||||
}
|
||||
|
||||
if (area.IsInGroup("Destroyable") && area is IDestructible destructible)
|
||||
{
|
||||
//Debug.WriteLine("Collision with destroyable object area");
|
||||
|
||||
destructible.Hit(Damage, DamageType);
|
||||
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
//private void OnBodyEntered(Node body)
|
||||
//{
|
||||
// When a body is entered, invoke the event and pass the collided body
|
||||
// BulletHit?.Invoke(body);
|
||||
|
||||
public void Destroy()
|
||||
{
|
||||
if (_bulletInfo?.DestructionParticlesScene != null)
|
||||
{
|
||||
var particle = this.CreateSibling<AutodeleteParticle>(_bulletInfo.DestructionParticlesScene);
|
||||
// Then remove the bullet
|
||||
// QueueFree();
|
||||
//}
|
||||
|
||||
particle.Init();
|
||||
}
|
||||
|
||||
QueueFree();
|
||||
}
|
||||
public void SetDirection(Vector2 direction)
|
||||
{
|
||||
var normalized = direction.Normalized();
|
||||
|
||||
_direction = normalized;
|
||||
|
||||
SetRotation(Mathf.Atan2(normalized.Y, normalized.X) + Mathf.Pi / 2);
|
||||
|
||||
//Debug.WriteLine($"Bullet Shot at direction {direction.X} {direction.Y}");
|
||||
}
|
||||
|
||||
// Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
_elapsedTime += delta;
|
||||
}
|
||||
|
||||
public override void _PhysicsProcess(double delta)
|
||||
{
|
||||
if (_bulletInfo != null)
|
||||
{
|
||||
ApplyTimeModifiers(delta);
|
||||
}
|
||||
|
||||
this.Position += ((float)(Speed * delta) * _direction);
|
||||
}
|
||||
|
||||
private void _on_visible_on_screen_notifier_2d_screen_exited()
|
||||
{
|
||||
//Debug.WriteLine("Destroy bullet out of screen");
|
||||
Destroy();
|
||||
}
|
||||
|
||||
private void _on_body_entered(Node2D body)
|
||||
{
|
||||
if (body.IsInGroup("Solid"))
|
||||
{
|
||||
//Debug.WriteLine("Collision");
|
||||
Destroy();
|
||||
}
|
||||
//// Do not Collide with body for purpose of destroying bullets
|
||||
// else if (body.IsInGroup("Destroyable"))
|
||||
// {
|
||||
// Debug.WriteLine("Collision with destroyable object body");
|
||||
// QueueFree();
|
||||
// }
|
||||
}
|
||||
|
||||
private void _on_area_entered(Area2D area)
|
||||
{
|
||||
if (area.IsInGroup("Solid"))
|
||||
{
|
||||
Destroy();
|
||||
return;
|
||||
}
|
||||
|
||||
if (area.IsInGroup("Destroyable") && area is IDestructible destructible &&
|
||||
CanHit(BulletOwner, destructible.BulletGroup))
|
||||
{
|
||||
// hit
|
||||
destructible.Hit(Damage, DamageType);
|
||||
|
||||
Destroy();
|
||||
}
|
||||
}
|
||||
|
||||
public bool CanHit(BulletOwner bulletOwner, BulletOwner targetGroup)
|
||||
{
|
||||
// If either is None, it always hits
|
||||
if (bulletOwner == BulletOwner.None || targetGroup == BulletOwner.None)
|
||||
{
|
||||
return true;
|
||||
}
|
||||
|
||||
// Otherwise, it hits only if they are different groups
|
||||
return bulletOwner != targetGroup;
|
||||
}
|
||||
|
||||
|
||||
public void Destroy()
|
||||
{
|
||||
if (_bulletInfo?.DestructionParticlesScene != null)
|
||||
{
|
||||
var particle = this.CreateSibling<AutodeleteParticle>(_bulletInfo.DestructionParticlesScene);
|
||||
|
||||
particle.Init();
|
||||
}
|
||||
|
||||
QueueFree();
|
||||
}
|
||||
}
|
||||
|
||||
public enum BulletOwner
|
||||
{
|
||||
None,
|
||||
Player,
|
||||
Enemy
|
||||
None,
|
||||
Player,
|
||||
Enemy
|
||||
}
|
||||
|
||||
public enum DamageType
|
||||
{
|
||||
Neutral,
|
||||
Ballistic,
|
||||
Fire,
|
||||
Ice,
|
||||
Explosive,
|
||||
Acid
|
||||
Neutral,
|
||||
Ballistic,
|
||||
Fire,
|
||||
Ice,
|
||||
Explosive,
|
||||
Acid
|
||||
}
|
||||
|
|
@ -8,217 +8,243 @@ using Godot.Collections;
|
|||
|
||||
public partial class GameManager : Node2D
|
||||
{
|
||||
private Hud _hud;
|
||||
private Hud _hud;
|
||||
|
||||
private PlayerMovement _player;
|
||||
|
||||
public GameState GameState { get; private set; }
|
||||
|
||||
public PlayerMovement Player => _player;
|
||||
private PlayerMovement _player;
|
||||
|
||||
private Node2D _cameraTarget;
|
||||
public GameState GameState { get; private set; }
|
||||
|
||||
public Vector2? PlayerPosition => _player?.GlobalPosition ?? null;
|
||||
public PlayerMovement Player => _player;
|
||||
|
||||
[Export]
|
||||
public PackedScene PlayerTemplate { get; set; }
|
||||
|
||||
[Export]
|
||||
public Marker2D PlayerSpawnMarker { get; set; }
|
||||
|
||||
[Export] public PackedScene WeaponTemplate { get; private set; }
|
||||
private Node2D _cameraTarget;
|
||||
|
||||
[Export] public Array<LootItem> StartingEquipment { get; private set; }
|
||||
|
||||
private InventoryManager _inventoryManager { get; set; }
|
||||
|
||||
//private AlarmManager _alarmManager { get; set; }
|
||||
public Vector2? PlayerPosition => _player?.GlobalPosition ?? null;
|
||||
|
||||
//public InventoryManager Inventory => _inventoryManager;
|
||||
|
||||
//public AlarmManager AlarmManager => _alarmManager;
|
||||
[Export] public PackedScene PlayerTemplate { get; set; }
|
||||
|
||||
private Node2D _bulletsContainer;
|
||||
public Node2D BulletsContainer => _bulletsContainer;
|
||||
[Export] public Marker2D PlayerSpawnMarker { get; set; }
|
||||
|
||||
[Signal]
|
||||
public delegate void GameStateChangeEventHandler(GameState state);
|
||||
[Export] public PackedScene WeaponTemplate { get; private set; }
|
||||
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready()
|
||||
{
|
||||
_hud = GetNodeOrNull<Hud>("HUD");
|
||||
if (_hud == null) GD.Print("No HUD in scene.");
|
||||
|
||||
_cameraTarget = GetNodeOrNull<Node2D>("CameraTarget");
|
||||
if (_cameraTarget == null) GD.Print("No camera target in scene.");
|
||||
|
||||
_inventoryManager = GetNodeOrNull<InventoryManager>("InventoryManager");
|
||||
if (_inventoryManager == null) GD.Print("No inventory manager in scene.");
|
||||
|
||||
//_alarmManager = GetNode<AlarmManager>("AlarmManager");
|
||||
|
||||
SpawnBulletsContainer();
|
||||
|
||||
if (_inventoryManager != null && _hud != null)
|
||||
{
|
||||
_inventoryManager.ItemAdded += (item, currentAmount) => _hud.AddInventoryItem(item, currentAmount);
|
||||
_inventoryManager.ItemRemoved += (item, currentAmount) => _hud.RemoveInventoryItem(item, currentAmount);
|
||||
}
|
||||
|
||||
GameState = GameState.Playing;
|
||||
[Export] public Array<LootItem> StartingEquipment { get; private set; }
|
||||
|
||||
_ = DelayPlayerSpawn();
|
||||
}
|
||||
private InventoryManager _inventoryManager { get; set; }
|
||||
|
||||
// Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (Input.IsActionJustPressed("pause"))
|
||||
{
|
||||
TogglePause();
|
||||
}
|
||||
}
|
||||
//private AlarmManager _alarmManager { get; set; }
|
||||
|
||||
private async Task DelayPlayerSpawn()
|
||||
{
|
||||
await Task.Delay(500);
|
||||
|
||||
if (PlayerSpawnMarker != null)
|
||||
{
|
||||
SpawnPlayer();
|
||||
|
||||
SpawnWeapons();
|
||||
}
|
||||
|
||||
if (_player != null && _hud != null)
|
||||
{
|
||||
_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
|
||||
|
||||
_player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
|
||||
//public InventoryManager Inventory => _inventoryManager;
|
||||
|
||||
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
|
||||
}
|
||||
}
|
||||
//public AlarmManager AlarmManager => _alarmManager;
|
||||
|
||||
public void SpawnPlayer()
|
||||
{
|
||||
if (_player != null) return;
|
||||
//_player = this.CreateChild<PlayerMovement>(PlayerTemplate, PlayerSpawnMarker.Position );
|
||||
_player = PlayerTemplate.Instantiate<PlayerMovement>();
|
||||
|
||||
this.CallDeferred("add_child", _player);
|
||||
_player.Transform = this.GlobalTransform;
|
||||
|
||||
_player.GlobalPosition = PlayerSpawnMarker.Position;
|
||||
private Node2D _bulletsContainer;
|
||||
public Node2D BulletsContainer => _bulletsContainer;
|
||||
|
||||
CameraTargetPlayer();
|
||||
//
|
||||
// if (_cameraTarget != null)
|
||||
// {
|
||||
// _cameraTarget.Reparent(_player, true);
|
||||
// _cameraTarget.GlobalPosition = _player.Position;
|
||||
// }
|
||||
}
|
||||
[Signal]
|
||||
public delegate void GameStateChangeEventHandler(GameState state);
|
||||
|
||||
public void CameraTargetPlayer()
|
||||
{
|
||||
if (_player is null) return;
|
||||
CameraTargetObject(_player);
|
||||
}
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready()
|
||||
{
|
||||
_hud = GetNodeOrNull<Hud>("HUD");
|
||||
if (_hud == null) GD.Print("No HUD in scene.");
|
||||
|
||||
public void CameraTargetObject(Node2D target)
|
||||
{
|
||||
if (_cameraTarget is null) return;
|
||||
_cameraTarget.Reparent(target, true);
|
||||
_cameraTarget.GlobalPosition = target.GlobalPosition;
|
||||
}
|
||||
|
||||
private void SpawnWeapons()
|
||||
{
|
||||
if (!StartingEquipment.Any())
|
||||
{
|
||||
GD.Print("No items to spawn on Player");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var startingItem in StartingEquipment)
|
||||
{
|
||||
switch (startingItem.Item)
|
||||
{
|
||||
case ItemTypes.Weapon:
|
||||
if (WeaponTemplate == null)
|
||||
{
|
||||
GD.Print("Could not spawn weapon because template is null");
|
||||
break;
|
||||
}
|
||||
var weapon = _player.CreateChild<Weapon>(WeaponTemplate);
|
||||
weapon.WeaponData = startingItem.WeaponData;
|
||||
_cameraTarget = GetNodeOrNull<Node2D>("CameraTarget");
|
||||
if (_cameraTarget == null) GD.Print("No camera target in scene.");
|
||||
|
||||
_player.AddWeapon(weapon);
|
||||
|
||||
if (_player.EquippedWeapon == null)
|
||||
{
|
||||
_player.EquipWeapon(weapon);
|
||||
}
|
||||
|
||||
//_player.EquippedWeapon ??= weapon;
|
||||
break;
|
||||
}
|
||||
_inventoryManager = GetNodeOrNull<InventoryManager>("InventoryManager");
|
||||
if (_inventoryManager == null) GD.Print("No inventory manager in scene.");
|
||||
|
||||
_inventoryManager.AddItem(startingItem);
|
||||
}
|
||||
}
|
||||
//_alarmManager = GetNode<AlarmManager>("AlarmManager");
|
||||
|
||||
private void SpawnBulletsContainer()
|
||||
{
|
||||
_bulletsContainer = new Node2D();
|
||||
_bulletsContainer.Name = "BulletsContainer";
|
||||
|
||||
AddChild(_bulletsContainer);
|
||||
}
|
||||
SpawnBulletsContainer();
|
||||
|
||||
public void TogglePause()
|
||||
{
|
||||
if (GameState == GameState.Paused)
|
||||
{
|
||||
Unpause();
|
||||
}
|
||||
else if (GameState == GameState.Playing)
|
||||
{
|
||||
Pause();
|
||||
}
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
if (GameState == GameState.Playing)
|
||||
{
|
||||
ChangeState(GameState.Paused);
|
||||
}
|
||||
}
|
||||
if (_inventoryManager != null && _hud != null)
|
||||
{
|
||||
_inventoryManager.ItemAdded += (item, currentAmount) => _hud.AddInventoryItem(item, currentAmount);
|
||||
_inventoryManager.ItemRemoved += (item, currentAmount) => _hud.RemoveInventoryItem(item, currentAmount);
|
||||
}
|
||||
|
||||
public void Unpause()
|
||||
{
|
||||
if (GameState == GameState.Paused)
|
||||
{
|
||||
ChangeState(GameState.Playing);
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeState(GameState state)
|
||||
{
|
||||
if (state == GameState) return;
|
||||
GameState = state;
|
||||
EmitSignal(nameof(GameStateChange), (int)GameState);
|
||||
GD.Print($"Game state changed to {state}");
|
||||
}
|
||||
GameState = GameState.Playing;
|
||||
|
||||
_ = DelayPlayerSpawn();
|
||||
}
|
||||
|
||||
// Called every frame. 'delta' is the elapsed time since the previous frame.
|
||||
public override void _Process(double delta)
|
||||
{
|
||||
if (Input.IsActionJustPressed("pause"))
|
||||
{
|
||||
TogglePause();
|
||||
}
|
||||
}
|
||||
|
||||
private async Task DelayPlayerSpawn()
|
||||
{
|
||||
await Task.Delay(500);
|
||||
|
||||
if (PlayerSpawnMarker != null)
|
||||
{
|
||||
SpawnPlayer();
|
||||
}
|
||||
else
|
||||
{
|
||||
GD.Print("No player spawn marker in scene.");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_player != null && _hud != null)
|
||||
{
|
||||
_player.HealthChanged += (newHealth, maxHealth) => _hud.UpdateHealth(newHealth, maxHealth);
|
||||
|
||||
_player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
|
||||
|
||||
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
|
||||
}
|
||||
else
|
||||
{
|
||||
GD.Print("No player and hud in scene");
|
||||
return;
|
||||
}
|
||||
|
||||
if (_inventoryManager is not null)
|
||||
{
|
||||
_inventoryManager.ItemAdded += (LootItem item, int amount) =>
|
||||
{
|
||||
if (item.Item == ItemTypes.Weapon)
|
||||
{
|
||||
SpawnPlayerWeapon(item);
|
||||
}
|
||||
};
|
||||
}
|
||||
|
||||
SpawnWeapons();
|
||||
}
|
||||
|
||||
public void SpawnPlayer()
|
||||
{
|
||||
if (_player != null) return;
|
||||
//_player = this.CreateChild<PlayerMovement>(PlayerTemplate, PlayerSpawnMarker.Position );
|
||||
_player = PlayerTemplate.Instantiate<PlayerMovement>();
|
||||
|
||||
this.CallDeferred("add_child", _player);
|
||||
_player.Transform = this.GlobalTransform;
|
||||
|
||||
_player.GlobalPosition = PlayerSpawnMarker.Position;
|
||||
|
||||
CameraTargetPlayer();
|
||||
//
|
||||
// if (_cameraTarget != null)
|
||||
// {
|
||||
// _cameraTarget.Reparent(_player, true);
|
||||
// _cameraTarget.GlobalPosition = _player.Position;
|
||||
// }
|
||||
}
|
||||
|
||||
public void CameraTargetPlayer()
|
||||
{
|
||||
if (_player is null) return;
|
||||
CameraTargetObject(_player);
|
||||
}
|
||||
|
||||
public void CameraTargetObject(Node2D target)
|
||||
{
|
||||
if (_cameraTarget is null) return;
|
||||
_cameraTarget.Reparent(target, true);
|
||||
_cameraTarget.GlobalPosition = target.GlobalPosition;
|
||||
}
|
||||
|
||||
private void SpawnWeapons()
|
||||
{
|
||||
if (!StartingEquipment.Any())
|
||||
{
|
||||
GD.Print("No items to spawn on Player");
|
||||
return;
|
||||
}
|
||||
|
||||
foreach (var startingItem in StartingEquipment)
|
||||
{
|
||||
// Now automatically taken care of by the event
|
||||
// switch (startingItem.Item)
|
||||
// {
|
||||
// case ItemTypes.Weapon:
|
||||
// SpawnPlayerWeapon(startingItem);
|
||||
//
|
||||
// //_player.EquippedWeapon ??= weapon;
|
||||
// break;
|
||||
// }
|
||||
|
||||
_inventoryManager.AddItem(startingItem);
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnPlayerWeapon(LootItem startingItem)
|
||||
{
|
||||
if (WeaponTemplate == null)
|
||||
{
|
||||
GD.Print("Could not spawn weapon because template is null");
|
||||
return;
|
||||
}
|
||||
|
||||
var weapon = _player.CreateChild<Weapon>(WeaponTemplate);
|
||||
weapon.WeaponData = startingItem.WeaponData;
|
||||
|
||||
_player.AddWeapon(weapon);
|
||||
|
||||
if (_player.EquippedWeapon == null)
|
||||
{
|
||||
_player.EquipWeapon(weapon);
|
||||
}
|
||||
}
|
||||
|
||||
private void SpawnBulletsContainer()
|
||||
{
|
||||
_bulletsContainer = new Node2D();
|
||||
_bulletsContainer.Name = "BulletsContainer";
|
||||
|
||||
AddChild(_bulletsContainer);
|
||||
}
|
||||
|
||||
public void TogglePause()
|
||||
{
|
||||
if (GameState == GameState.Paused)
|
||||
{
|
||||
Unpause();
|
||||
}
|
||||
else if (GameState == GameState.Playing)
|
||||
{
|
||||
Pause();
|
||||
}
|
||||
}
|
||||
|
||||
public void Pause()
|
||||
{
|
||||
if (GameState == GameState.Playing)
|
||||
{
|
||||
ChangeState(GameState.Paused);
|
||||
}
|
||||
}
|
||||
|
||||
public void Unpause()
|
||||
{
|
||||
if (GameState == GameState.Paused)
|
||||
{
|
||||
ChangeState(GameState.Playing);
|
||||
}
|
||||
}
|
||||
|
||||
public void ChangeState(GameState state)
|
||||
{
|
||||
if (state == GameState) return;
|
||||
GameState = state;
|
||||
EmitSignal(nameof(GameStateChange), (int)GameState);
|
||||
GD.Print($"Game state changed to {state}");
|
||||
}
|
||||
}
|
||||
|
||||
public enum GameState
|
||||
{
|
||||
Menu,
|
||||
Paused,
|
||||
Playing,
|
||||
Dialogue
|
||||
}
|
||||
Menu,
|
||||
Paused,
|
||||
Playing,
|
||||
Dialogue
|
||||
}
|
||||
|
|
@ -1,6 +1,7 @@
|
|||
|
||||
public interface IDestructible
|
||||
{
|
||||
public BulletOwner BulletGroup { get; set; }
|
||||
public void Hit(float damage, DamageType type = DamageType.Neutral);
|
||||
public bool IsDestroyed();
|
||||
}
|
||||
|
|
@ -59,8 +59,8 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
|
||||
private InventoryManager _inventoryManager;
|
||||
|
||||
[Export] public Sprite2D HitboxSprite { get; set; }
|
||||
|
||||
[Export] public Sprite2D HitboxSprite { get; set; }
|
||||
[Export] public BulletOwner BulletGroup { get; set; } = BulletOwner.Player;
|
||||
private bool _isStrafing { get; set; }
|
||||
|
||||
private bool _canMove = true;
|
||||
|
|
@ -179,6 +179,16 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
}
|
||||
}*/
|
||||
|
||||
// public void ItemAdded(LootItem item, int amount)
|
||||
// {
|
||||
// switch (item.Item)
|
||||
// {
|
||||
// case ItemTypes.Weapon:
|
||||
// AddWeapon(item.WeaponData);
|
||||
// break;
|
||||
// }
|
||||
// }
|
||||
|
||||
public void AddWeapon(Weapon weapon)
|
||||
{
|
||||
EquippedWeapons.Add(weapon);
|
||||
|
|
@ -443,7 +453,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
private void _on_damage_hit_box_area_entered(Area2D area)
|
||||
{
|
||||
if (!_canMove) return;
|
||||
if (area is Bullet bullet && bullet.BulletOwner != BulletOwner.Player)
|
||||
if (area is Bullet bullet && bullet.BulletOwner != BulletGroup)
|
||||
{
|
||||
this.Hit(bullet.Damage, bullet.DamageType);
|
||||
bullet.QueueFree();
|
||||
|
|
|
|||
|
|
@ -0,0 +1,12 @@
|
|||
using Godot;
|
||||
|
||||
namespace Cirno.Scripts.Resources.Modifiers;
|
||||
|
||||
[GlobalClass]
|
||||
public partial class DelayedContinuousRotationModifier : TimeModifier
|
||||
{
|
||||
public override void Update(Bullet bullet, double delta)
|
||||
{
|
||||
bullet.RotateSpriteDegrees((float)(Value * delta));
|
||||
}
|
||||
}
|
||||
|
|
@ -89,10 +89,11 @@ texture = ExtResource("1_70kxh")
|
|||
4:0/0 = 0
|
||||
5:0/0 = 0
|
||||
6:0/0 = 0
|
||||
6:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(8, -6, -6, -6, -6, 2, 8, 2)
|
||||
6:0/0/physics_layer_1/polygon_0/points = PackedVector2Array(-6, -6, -6, 2, 8, 2, 8, -6)
|
||||
7:0/0 = 0
|
||||
7:0/0/physics_layer_0/polygon_0/points = PackedVector2Array(-8, -6, 6, -6, 6, 2, -8, 2)
|
||||
7:0/0/physics_layer_1/polygon_0/points = PackedVector2Array(-8, -6, -8, 2, 6, 2, 6, -6)
|
||||
8:0/0 = 0
|
||||
8:0/0/physics_layer_1/polygon_0/points = PackedVector2Array(-4, -6, -4, 8, 4, 8, 4, -6)
|
||||
9:0/0 = 0
|
||||
0:1/0 = 0
|
||||
0:1/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_l8pdw")
|
||||
|
|
@ -110,6 +111,7 @@ texture = ExtResource("1_70kxh")
|
|||
6:1/0/navigation_layer_0/polygon = SubResource("NavigationPolygon_uanwu")
|
||||
7:1/0 = 0
|
||||
8:1/0 = 0
|
||||
8:1/0/physics_layer_1/polygon_0/points = PackedVector2Array(-4, -8, -4, 2, 4, 2, 4, -8)
|
||||
9:1/0 = 0
|
||||
0:2/animation_columns = 2
|
||||
0:2/animation_frame_0/duration = 1.0
|
||||
|
|
|
|||
|
|
@ -223,6 +223,16 @@ use_item={
|
|||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":85,"key_label":0,"unicode":117,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
debug_camera_1={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194336,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
debug_camera_2={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194337,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[layer_names]
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue