Add script for dissolve dagger
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@@ -1,9 +1,38 @@
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extends Spatial
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const time_max = 3000 # msec
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onready var meshes = {
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"dagger": {
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"mesh": $"Main Scene Props/dagger",
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"value": 0.0,
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"label": "Dagger",
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"lock": false,
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"tick_reference": null
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}
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}
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func _ready():
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$Dialog/ConfirmEscape.set_title("Quit ?")
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$Dialog/ConfirmEscape.set_text("Voulez vous vraiment quitté ?")
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func _process(_delta):
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# Event key "escape" and "godot event" ui_end
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if Input.is_action_just_pressed("ui_end"):
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_confirm_before_quit()
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# Event dissolve in object searched by gamer
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for mesh in meshes:
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if meshes[mesh]["lock"] == true and meshes[mesh]["mesh"] != null:
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if meshes[mesh]["tick_reference"] == null:
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meshes[mesh]["tick_reference"] = OS.get_ticks_msec()
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if OS.get_ticks_msec() < meshes[mesh]["tick_reference"] + time_max:
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meshes[mesh]["value"] += 0.01
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meshes[mesh]["mesh"].get_surface_material(0).set("shader_param/dissolve_amount", meshes[mesh]["value"])
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else:
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meshes[mesh]["mesh"].call_deferred("free")
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meshes[mesh]["mesh"] = null
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func _notification(what):
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# Notification for android back action
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@@ -11,13 +40,19 @@ func _notification(what):
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_confirm_before_quit()
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func _confirm_before_quit():
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var confirm = ConfirmationDialog.new()
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confirm.set_title("Quit ?")
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confirm.set_text("Voulez vous vraiment quitté ?")
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add_child(confirm)
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confirm.connect("confirmed", self, "_quit_to_menu")
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confirm.popup()
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$Dialog/ConfirmEscape.popup()
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# Back to main scene
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func _quit_to_menu():
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Global.goto_scene("res://scenes/main.tscn")
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# Event when user click/touch dagger
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func _on_dagger_input_event(camera, event, click_position, click_normal, shape_idx):
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_initialize_mesh_ref("dagger", event)
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func _initialize_mesh_ref(meshInstance, event):
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if meshes[meshInstance]["lock"] == false and (event is InputEventMouseButton or event is InputEventScreenTouch):
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meshes[meshInstance]["lock"] = true
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func _on_ConfirmEscape_confirmed():
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_quit_to_menu()
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