184 lines
5.4 KiB
GDScript
184 lines
5.4 KiB
GDScript
class_name HandManager extends Node
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@export var dealerAI : DealerIntelligence
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@export var itemManager : ItemManager
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@export var animator_hands : AnimationPlayer
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@export var animator_dealerHeadLook : AnimationPlayer
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@export var handArray_L : Array[Node3D]
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@export var handArray_R : Array[Node3D]
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@export var gridOffsetArray : Array[Vector3] #ITEM'S ACTIVE GRID INDEX STORED IN PICKUP INDICATOR: dealerGridIndex
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@export var handParent_L : Node3D
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@export var handParent_R : Node3D
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@export var hand_defaultL : Node3D
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@export var hand_defaultR : Node3D
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@export var hand_cigarettepack : Node3D #L
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@export var hand_beer : Node3D #L
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@export var hand_handcuffs : Node3D #R
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@export var hand_handsaw : Node3D #R
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@export var hand_magnifier : Node3D #R
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@export var lerpDuration : float
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@export var handRot_left : Vector3 #hand rotation when grabing from left grids
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@export var handRot_right : Vector3 #same shit
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@export var parentOriginal_posL : Vector3
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@export var parentOriginal_rotL : Vector3
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@export var parentOriginal_posR : Vector3
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@export var parentOriginal_rotR : Vector3
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var moving = false
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var lerping_L = false
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var lerping_R = false
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var pos_current
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var pos_next
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var rot_current
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var rot_next
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var elapsed = 0
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var orig_pos
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var orig_rot
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var activeHandParent
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var activeItemToGrab
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func _process(delta):
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LerpHandMovement()
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func PickupItemFromTable(itemName : String):
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dealerAI.Speaker_HandCrack()
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var activeIndex
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var activeInstance
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var whichHandToGrabWith
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var whichGridSide
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var matchIndex
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activeItemToGrab = itemName
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for i in range(itemManager.itemArray_instances_dealer.size()):
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if (itemName == itemManager.itemArray_instances_dealer[i].get_child(1).itemName):
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activeInstance = itemManager.itemArray_instances_dealer[i]
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matchIndex = i
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break
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activeIndex = activeInstance.get_child(0).dealerGridIndex
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ToggleHandVisible("BOTH", false)
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hand_defaultL.visible = true
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hand_defaultR.visible = true
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if (itemName == "beer" or itemName == "cigarettes"): whichHandToGrabWith = "left"
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else: whichHandToGrabWith = "right"
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whichGridSide = activeInstance.get_child(0).whichSide
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animator_hands.play("RESET")
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BeginHandLerp(whichHandToGrabWith, activeIndex, whichGridSide)
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if (whichGridSide == "right"): animator_dealerHeadLook.play("dealer look right")
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else: animator_dealerHeadLook.play("dealer look left")
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await get_tree().create_timer(lerpDuration -.4, false).timeout
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if (whichHandToGrabWith == "right"): hand_defaultR.visible = false
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else: hand_defaultL.visible = false
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dealerAI.Speaker_HandCrack()
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match (itemName):
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"handsaw":
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hand_handsaw.visible = true
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"magnifying glass":
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hand_magnifier.visible = true
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"handcuffs":
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hand_handcuffs.visible = true
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"cigarettes":
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hand_cigarettepack.visible = true
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itemManager.numberOfCigs_dealer -= 1
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"beer":
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hand_beer.visible = true
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itemManager.itemArray_instances_dealer.remove_at(matchIndex)
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var tempindicator = activeInstance.get_child(0)
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var gridname = tempindicator.dealerGridName
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itemManager.gridParentArray_enemy_available.append(gridname)
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activeInstance.queue_free()
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await get_tree().create_timer(.2, false).timeout
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ReturnHand()
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if (whichGridSide == "right"): animator_dealerHeadLook.play("dealer look forward from right")
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else: animator_dealerHeadLook.play("dealer look forward from left")
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await get_tree().create_timer(lerpDuration + .01, false).timeout
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HandFailsafe()
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var animationName = "dealer use " + itemName
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animator_hands.play("RESET")
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animator_hands.play(animationName)
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var length = animator_hands.get_animation(animationName).get_length()
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moving = false
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await get_tree().create_timer(length, false).timeout
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pass
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func ToggleHandVisible(selectedHand : String, state : bool):
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if (selectedHand == "L" or "BOTH"):
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for i in range(handArray_L.size()):
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if (state): handArray_L[i].visible = true
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else: handArray_L[i].visible = false
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if (selectedHand == "R" or "BOTH"):
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for i in range(handArray_R.size()):
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if (state): handArray_R[i].visible = true
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else: handArray_R[i].visible = false
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func BeginHandLerp(whichHand : String, gridIndex : int, whichSide : String):
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if (whichHand == "right"): activeHandParent = handParent_R
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else: activeHandParent = handParent_L
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pos_current = activeHandParent.transform.origin
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rot_current = activeHandParent.rotation_degrees
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orig_pos = pos_current
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orig_rot = rot_current
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pos_next = gridOffsetArray[gridIndex]
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lerping_L = false
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lerping_R = false
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if(whichSide == "right"): rot_next = handRot_right
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else: rot_next = handRot_left
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if(whichHand == "right"): lerping_R = true
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else: lerping_L = true
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elapsed = 0
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moving = true
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func ReturnHand():
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pos_current = activeHandParent.transform.origin
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rot_current = activeHandParent.rotation_degrees
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pos_next = orig_pos
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rot_next = orig_rot
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elapsed = 0
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moving = true
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func HandFailsafe():
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handParent_L.transform.origin = parentOriginal_posL
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handParent_L.rotation_degrees = parentOriginal_rotL
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handParent_R.transform.origin = parentOriginal_posR
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handParent_R.rotation_degrees = parentOriginal_rotR
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func LerpHandMovement():
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if (moving):
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elapsed += get_process_delta_time()
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var c = clampf(elapsed / lerpDuration, 0.0, 1.0)
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c = ease(c, 0.2)
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if (lerping_L):
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var pos = lerp(pos_current, pos_next, c)
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var rot = lerp(rot_current, rot_next, c)
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handParent_L.transform.origin = pos
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handParent_L.rotation_degrees = rot
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if (lerping_R):
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var pos = lerp(pos_current, pos_next, c)
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var rot = lerp(rot_current, rot_next, c)
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handParent_R.transform.origin = pos
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handParent_R.rotation_degrees = rot
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pass
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