Warcraft scene :

- add some props, socle fiole and HO materials
- setup collicion shape on HO items
- setup signal and function to hide HO
This commit is contained in:
stilobique-surface
2021-05-13 18:57:12 +02:00
parent 6eeea5c6af
commit cba9c50d90
27 changed files with 1673 additions and 99 deletions
+134 -4
View File
@@ -4,11 +4,102 @@ const time_max = 3000 # msec
onready var meshes = {
"dagger": {
"mesh": $"Main Scene Props/dagger",
"mesh": $"Hidden Objects Items/dagger",
"value": 0.0,
"label": "Dagger",
"lock": false,
"tick_reference": null
},
"fiole1": {
"mesh": $"Hidden Objects Items/Fioles x3/sm_fiole1",
"value": 0.0,
"label": "Fiole",
"lock": false,
"tick_reference": null
},
"fiole2": {
"mesh": $"Hidden Objects Items/Fioles x3/sm_fiole2",
"value": 0.0,
"label": "Fiole",
"lock": false,
"tick_reference": null
},
"fiole3": {
"mesh": $"Hidden Objects Items/Fioles x3/sm_fiole_socle/sm_fiole3",
"value": 0.0,
"label": "Fiole",
"lock": false,
"tick_reference": null
},
"spyglass": {
"mesh": $"Hidden Objects Items/sm_spyglass",
"value": 0.0,
"label": "Spyglass",
"lock": false,
"tick_reference": null
},
"coin1": {
"mesh": $"Hidden Objects Items/golds/sm_stackgold_1",
"value": 0.0,
"label": "Coins",
"lock": false,
"tick_reference": null
},
"coin2": {
"mesh": $"Hidden Objects Items/golds/sm_stackgold_2",
"value": 0.0,
"label": "Coins",
"lock": false,
"tick_reference": null
},
"coin3": {
"mesh": $"Hidden Objects Items/golds/sm_stackgold_3",
"value": 0.0,
"label": "Coins",
"lock": false,
"tick_reference": null
},
"weapon": {
"mesh": $"Hidden Objects Items/sm_weapon_gun",
"value": 0.0,
"label": "Weapon Gun",
"lock": false,
"tick_reference": null
},
"beer": {
"mesh": $"Hidden Objects Items/sm_pinte_beer",
"value": 0.0,
"label": "Beer Pinte",
"lock": false,
"tick_reference": null
},
"apple1": {
"mesh": $"Hidden Objects Items/apples/sm_apple_1",
"value": 0.0,
"label": "Apple",
"lock": false,
"tick_reference": null
},
"apple2": {
"mesh": $"Hidden Objects Items/apples/sm_apple_2",
"value": 0.0,
"label": "Apple",
"lock": false,
"tick_reference": null
},
"apple3": {
"mesh": $"Hidden Objects Items/apples/sm_apple_3",
"value": 0.0,
"label": "Apple",
"lock": false,
"tick_reference": null
},
"apple4": {
"mesh": $"Hidden Objects Items/apples/sm_apple_4",
"value": 0.0,
"label": "Apple",
"lock": false,
"tick_reference": null
}
}
@@ -46,13 +137,52 @@ func _confirm_before_quit():
func _quit_to_menu():
Global.goto_scene("res://scenes/main.tscn")
func _initialize_mesh_ref(meshInstance, event):
if meshes[meshInstance]["lock"] == false and (event is InputEventMouseButton or event is InputEventScreenTouch):
meshes[meshInstance]["lock"] = true
# Event when user click/touch dagger
func _on_dagger_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("dagger", event)
func _initialize_mesh_ref(meshInstance, event):
if meshes[meshInstance]["lock"] == false and (event is InputEventMouseButton or event is InputEventScreenTouch):
meshes[meshInstance]["lock"] = true
func _on_fiole1_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("fiole1", event)
func _on_fiole2_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("fiole2", event)
func _on_fiole3_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("fiole3", event)
func _on_spyglass_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("spyglass", event)
func _on_pinte_beer_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("beer", event)
func _on_weapon_gun_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("weapon", event)
func _on_apple_1_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("apple1", event)
func _on_apple_2_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("apple2", event)
func _on_apple_3_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("apple3", event)
func _on_apple_4_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("apple4", event)
func _on_gold_1_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("coin1", event)
func _on_gold_2_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("coin2", event)
func _on_gold_3_input_event(camera, event, click_position, click_normal, shape_idx):
_initialize_mesh_ref("coin3", event)
func _on_ConfirmEscape_confirmed():
_quit_to_menu()