extends Spatial const time_max = 3000 # msec const gyroscope_max_diff = 0.1 # var gyroscope_value_old = Vector2(0, 0) var gyroscope_value_old = Vector3(0, 0, 0) onready var meshes = { "dagger": { "mesh": $"Main Scene Props/dagger", "value": 0.0, "label": "Dagger", "lock": false, "tick_reference": null } } func _ready(): $Dialog/ConfirmEscape.set_title(tr("SCENE_WARCRAFT_DIALOG_QUIT_TITLE")) $Dialog/ConfirmEscape.set_text(tr("SCENE_WARCRAFT_DIALOG_QUIT_QUESTION")) func _process(_delta): _check_quit_scene() _check_dissolve_mesh() _check_change_angle_camera() func _check_quit_scene(): # Event key "escape" and "godot event" ui_end if Input.is_action_just_pressed("ui_end"): _confirm_before_quit() func _check_dissolve_mesh(): # Event dissolve in object searched by gamer for mesh in meshes: if meshes[mesh]["lock"] == true and meshes[mesh]["mesh"] != null: if meshes[mesh]["tick_reference"] == null: meshes[mesh]["tick_reference"] = OS.get_ticks_msec() if OS.get_ticks_msec() < meshes[mesh]["tick_reference"] + time_max: meshes[mesh]["value"] += 0.01 meshes[mesh]["mesh"].get_surface_material(0).set("shader_param/dissolve_amount", meshes[mesh]["value"]) else: meshes[mesh]["mesh"].call_deferred("free") meshes[mesh]["mesh"] = null func _check_change_angle_camera(): var camera = $"Main Camera" var gyroscope = Input.get_gyroscope() if camera.h_offset >= -0.2: if _action_pressed("ui_left") or _gyroscope_changed_left(gyroscope): # print("[warcraft#_ready] move camera angle to left") $"Main Camera".h_offset -= 0.01 if camera.h_offset <= 0.2: if _action_pressed("ui_right") or _gyroscope_changed_right(gyroscope): # print("[warcraft#_ready] move camera angle to right") $"Main Camera".h_offset += 0.01 if camera.v_offset >= -0.2: if _action_pressed("ui_down") or _gyroscope_changed_down(gyroscope): # print("[warcraft#_ready] move camera angle to right") $"Main Camera".v_offset -= 0.01 if camera.v_offset <= 0.2: if _action_pressed("ui_up") or _gyroscope_changed_up(gyroscope): # print("[warcraft#_ready] move camera angle to right") $"Main Camera".v_offset += 0.01 gyroscope_value_old = gyroscope func _action_pressed(action): return Input.is_action_just_pressed(action) func _gyroscope_changed_left(gyroscope): if (gyroscope.y - gyroscope_value_old.y) > gyroscope_max_diff: # print("[warcraft#_ready] (left)") print("[warcraft#_ready] (left) y "+String(gyroscope.y)+" - y.old "+String(gyroscope_value_old.y)+" = "+String(gyroscope.y - gyroscope_value_old.y)) return true else: return false func _gyroscope_changed_right(gyroscope): if (gyroscope.y - gyroscope_value_old.y) > gyroscope_max_diff and gyroscope.y > 0: print("[warcraft#_ready] (right)") # print("[warcraft#_ready] (right) y "+String(gyroscope.y)+" - x.old "+String(gyroscope_value_old.y)+" = "+String(gyroscope.y - gyroscope_value_old.y)) return true else: return false func _gyroscope_changed_down(gyroscope): if (gyroscope.z - gyroscope_value_old.z) > gyroscope_max_diff: print("[warcraft#_ready] (down)") # print("[warcraft#_ready] (down) x "+String(gyroscope.x)+" - x.old "+String(gyroscope_value_old.x)+" = "+String(gyroscope.x - gyroscope_value_old.x)) return true else: return false func _gyroscope_changed_up(gyroscope): if (gyroscope.z - gyroscope_value_old.z) > gyroscope_max_diff and gyroscope.z > 0: print("[warcraft#_ready] (up)") # print("[warcraft#_ready] (up) x "+String(gyroscope.x)+" - x.old "+String(gyroscope_value_old.x)+" = "+String(gyroscope.x - gyroscope_value_old.x)) return true else: return false func _notification(what): # Notification for android back action if what == MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST: _confirm_before_quit() func _confirm_before_quit(): $Dialog/ConfirmEscape.popup() # Back to main scene func _quit_to_menu(): Global.goto_scene("res://scenes/main.tscn") # 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_ConfirmEscape_confirmed(): _quit_to_menu()