Raise-Your-Wand/Scripts/animationBase.gd
Nolan A Casey 2892503dee Bug fixes, transitions
- Fixed some spell animations
- Fixed crash with healing spells
- Added scene transitions
- Added boolean for web build to disable window type selection
- Fixed some random errors
2024-05-30 15:56:16 -04:00

53 lines
1.3 KiB
GDScript

class_name AnimationBase extends Node2D
signal animationFinished(spell: Spell)
@onready var animationPlayer: AnimationPlayer = $AnimationPlayer
@onready var data: Data = $/root/Root/Data
@export var inverted: bool = false
@export var index: int = -1
@export var finalIndex: int = 0
@export var spell: Spell
@export var soundEffect: String
@export var soundPlayedIndex: int = -2
var attackName: String = "attackSegment"
var inverseName: String = "attackInverse"
var targetProg: float
var finalProg: float
var stream: AudioStream
# Called when the node enters the scene tree for the first time.
func _ready():
if (soundEffect != ""):
stream = load(soundEffect)
if (stream == null): print(spell.name + " failed")
if inverted:
attackName = inverseName
func _process(delta):
if (data.loc != data.Location.ARENA): self.free()
func castFailed() -> void:
die()
func setProgress(target: float, final: float = finalProg) -> void:
targetProg = target
finalProg = final
if (index > -1):
animationPlayer.queue(attackName + str(index))
if (index == soundPlayedIndex && soundEffect != ""):
data.playSound(stream)
index += 1
func animFinished(_s: String):
if (index == finalIndex):
if (index == soundPlayedIndex && soundEffect != ""):
data.playSound(stream)
animationFinished.emit(spell)
die()
func die():
queue_free()