94 lines
2.9 KiB
GDScript
94 lines
2.9 KiB
GDScript
@tool
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extends PopochiuCharacter
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# You can use E.queue([]) to trigger a sequence of events.
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# Use await E.queue([]) if you want to pause the execution of
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# the function until the sequence of events finishes.
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const Data := preload('character_max_casey_state.gd')
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var state: Data = load("res://game/characters/max_casey/character_max_casey.tres")
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#region Virtual ####################################################################################
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# When the room in which this node is located finishes being added to the tree
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func _on_room_set() -> void:
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pass
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# When the node is clicked
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func _on_click() -> void:
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# Replace the call to E.command_fallback() to implement your code.
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# E.command_fallback()
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# For example, you can make the player character walk to this character, gaze at it, and then
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# say something:
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# await C.player.walk_to_clicked()
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# await C.player.face_clicked()
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await C.player.say("Hi!")
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func _on_double_click() -> void:
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# Replace the call to E.command_fallback() with your code.
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E.command_fallback()
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# For example, you could make the player instantly do something instead of walking there first
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# When the node is right clicked
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func _on_right_click() -> void:
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# Replace the call to E.command_fallback() to implement your code.
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E.command_fallback()
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# For example, you can make the player character gaze at this character and then say something:
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# await C.player.face_clicked()
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# await C.player.say("Is someone...")
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# When the node is middle clicked
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func _on_middle_click() -> void:
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# Replace the call to E.command_fallback() to implement your code.
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E.command_fallback()
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# When the node is clicked and there is an inventory item selected
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func _on_item_used(_item: PopochiuInventoryItem) -> void:
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# Replace the call to E.command_fallback() to implement your code.
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E.command_fallback()
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# For example, you can make the player character say something when the Key item is used in this
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# character. Note that you have to change the name of the `_item` parameter to `item`.
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# if item == I.Key:
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# await C.player.say("I don't want to give up my key")
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# Use it to play the idle animation for the character
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func _play_idle() -> void:
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super()
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# Use it to play the walk animation for the character
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# target_pos can be used to know the movement direction
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func _play_walk(target_pos: Vector2) -> void:
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super(target_pos)
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# Use it to play the talk animation for the character
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func _play_talk() -> void:
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super()
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# Use it to play the grab animation for the character
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func _play_grab() -> void:
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super()
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# Called when the character stops moving
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func _on_move_ended() -> void:
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pass
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#endregion
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#region Public #####################################################################################
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# You can add here functions triggered by the GUI commands. For example, if your GUI has a command
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# for look_at, you could have the function:
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#func on_look_at() -> void:
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#pass
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#endregion
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