Raise-Your-Wand/Scripts/animationBase.gd
nc5432 39dbe8d5d5 Minor changes
- Increased text contrast in tavern
- Fixed typo in cauterize wound description
- (hopefully) fixed rare crash involving casting a spell and getting stunned
2024-06-01 11:01:21 -04:00

56 lines
1.4 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
var timing: float = 0
# 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.playing): self.queue_free()
timing += delta
if (timing > 10): self.queue_free()
func castFailed() -> void:
die()
func setProgress(target: float, final: float = finalProg) -> void:
targetProg = target
finalProg = final
if (index > -1):
if (animationPlayer.has_animation(attackName + str(index))): 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()