LucysTools/Godot/mods/Lucy.LucysTools/lucys_menu.gd

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4.7 KiB
GDScript3
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extends Control
var MANAGER = null
func setup(manager):
MANAGER = manager
get_node("%lucy_bbcode").pressed = manager.allow_bbcode
get_node("%lucy_punchback").pressed = manager.do_punchback
get_node("%lucy_servername").text = manager.custom_server_name
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get_node("%lucy_servername_preview").bbcode_text = manager.custom_server_name + "'s Lobby"
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get_node("%lucy_servermsg").text = manager.server_join_message
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get_node("%lucy_servermsg_preview").bbcode_text = manager.server_join_message
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get_node("%lucy_fpackets").value = manager.frame_packets
get_node("%lucy_bpackets").value = manager.bulk_packets
get_node("%lucy_binterval").value = manager.bulk_interval
get_node("%lucy_finterval").value = manager.full_interval
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get_node("%lucy_chatcolor_bool").pressed = manager.custom_color_enabled
get_node("%lucy_chatcolor").color = Color(manager.custom_color)
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update()
func update():
get_node("%lucy_srv_allow_bbcode").text = "Yes" if MANAGER.srv_allow_bbcode else "No"
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func _ready():
print("[LUCY] Menu Ready")
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get_node("%lucy_bbcode").disabled = MANAGER.host_required and not Network.GAME_MASTER
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get_node("%lucy_raincloud").disabled = not Network.GAME_MASTER or not MANAGER.ingame
get_node("%lucy_meteor").disabled = not Network.GAME_MASTER or not MANAGER.ingame
get_node("%lucy_freezerain").disabled = not Network.GAME_MASTER or not MANAGER.ingame
get_node("%lucy_clearrain").disabled = not Network.GAME_MASTER or not MANAGER.ingame
get_node("%lucy_clearmeteor").disabled = not Network.GAME_MASTER or not MANAGER.ingame
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func _input(event):
if event is InputEventKey and event.scancode == KEY_F5 && event.pressed:
visible = !visible
print("[LUCY] Menu visble: ", visible)
if event is InputEventKey and event.scancode == KEY_F6 && event.pressed:
var name = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "name")
var nm = Steam.getNumLobbyMembers(Network.STEAM_LOBBY_ID)
var code = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "code")
var type = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "type")
var lobby_dat = {"name": name, "nm": nm, "code": code, "type": type}
print("[LUCY] LOBBY ", lobby_dat)
func _on_lucy_bbcode_toggled(button_pressed):
MANAGER.allow_bbcode = button_pressed
func _on_lucy_punchback_toggled(button_pressed):
MANAGER.do_punchback = button_pressed
func _on_lucy_servername_text_changed(new_text):
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get_node("%lucy_servername_preview").bbcode_text = new_text + "'s Lobby"
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MANAGER.custom_server_name = new_text
func _on_lucy_servermsg_text_changed(new_text):
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get_node("%lucy_servermsg_preview").bbcode_text = new_text
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MANAGER.server_join_message = new_text
func _on_lucy_fpackets_value_changed(value):
MANAGER.frame_packets = value
func _on_lucy_bpackets_value_changed(value):
MANAGER.bulk_packets = value
func _on_lucy_binterval_value_changed(value):
MANAGER.bulk_interval = value
func _on_lucy_finterval_value_changed(value):
MANAGER.full_interval = value
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func _on_lucy_chatcolor_bool_toggled(button_pressed):
MANAGER.custom_color_enabled = button_pressed
func _on_lucy_chatcolor_color_changed(color):
MANAGER.custom_color = color
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func _on_lucy_raincloud_pressed():
if not MANAGER.ingame: return
print("[LUCY] Spawning raincloud")
var player = MANAGER.get_player()
var pos = Vector3(player.global_transform.origin.x, 42, player.global_transform.origin.z)
var zone = player.current_zone
Network._sync_create_actor("raincloud", pos, zone, - 1, Network.STEAM_ID)
func _on_lucy_meteor_pressed():
if not MANAGER.ingame: return
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if get_tree().get_nodes_in_group("meteor").size() > 10: return
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print("[LUCY] Spawning meteor")
var player_pos = MANAGER.get_player().global_transform.origin
var dist = INF
var point = null
for n in get_tree().get_nodes_in_group("fish_spawn"):
var node_dist = n.global_transform.origin.distance_to(player_pos)
if node_dist < dist:
dist = node_dist
point = n
var zone = "main_zone"
var pos = point.global_transform.origin
Network._sync_create_actor("fish_spawn_alien", pos, zone, - 1, Network.STEAM_ID)
func _on_lucy_freezerain_pressed():
if not MANAGER.ingame or not Network.GAME_MASTER: return
print("[LUCY] Freezing rain")
for cloud in get_tree().get_nodes_in_group("raincloud"):
if cloud.controlled == true:
cloud.speed = 0
cloud.decay = false
func _on_lucy_clearrain_pressed():
if not MANAGER.ingame or not Network.GAME_MASTER: return
print("[LUCY] Clearing rain")
for cloud in get_tree().get_nodes_in_group("raincloud"):
cloud._deinstantiate(true)
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func _on_lucy_clearchat_pressed():
Network.GAMECHAT = ""
Network.LOCAL_GAMECHAT = ""
Network.emit_signal("_chat_update")
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func _on_lucy_clearmeteor_pressed():
if not MANAGER.ingame or not Network.GAME_MASTER: return
print("[LUCY] Clearing meteor")
for meteor in get_tree().get_nodes_in_group("meteor"):
meteor._deinstantiate(true)