155 lines
6.1 KiB
GDScript
155 lines
6.1 KiB
GDScript
extends Control
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var MANAGER
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func setup():
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get_node("%lucy_bbcode").pressed = MANAGER.allow_bbcode
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get_node("%lucy_punchback").pressed = MANAGER.do_punchback
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get_node("%lucy_servername").text = MANAGER.custom_server_name
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get_node("%lucy_servername_preview").bbcode_text = MANAGER.custom_server_name
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get_node("%lucy_servermsg").text = MANAGER.server_join_message
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var srv_m_bb = MANAGER.bbcode_process(MANAGER.server_join_message, 512)
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get_node("%lucy_servermsg_preview").bbcode_text = srv_m_bb.fin
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get_node("%lucy_servermsg_preview2").bbcode_text = srv_m_bb.stripped
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get_node("%lucy_intbbcode").pressed = MANAGER.allow_intrusive_bbcode
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get_node("%lucy_chatcolor_bool").pressed = MANAGER.custom_color_enabled
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get_node("%lucy_chatcolor").color = Color(MANAGER.custom_color)
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get_node("%lucy_chatcolor_bool2").pressed = MANAGER.custom_text_color_enabled
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get_node("%lucy_chatcolor2").color = Color(MANAGER.custom_text_color)
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get_node("%lucy_name").text = MANAGER.custom_name
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get_node("%lucy_bug_bb").pressed = MANAGER.bug_bbcode
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get_node("%lucy_srv_bbcode").pressed = MANAGER.srv_bbcode
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update()
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func update():
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_on_lucy_name_text_changed(MANAGER.custom_name)
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func _on_lucy_name_text_changed(new_text):
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var result = MANAGER.bbcode_process(new_text, 512)
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var lol_steam_username = Network.STEAM_USERNAME.replace("[", "").replace("]", "")
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var good = result.stripped == lol_steam_username
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get_node("%lucy_name_preview").bbcode_text = result.fin
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get_node("%lucy_namegood").bbcode_text = "[color=green]Good[/color]" if good else "[color=red]Bad[/color]"
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MANAGER.custom_name_enabled = good
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MANAGER.custom_name = new_text
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func _ready():
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print("[LUCY] Menu Ready")
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MANAGER = $"/root/LucyLucysTools"
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visible = MANAGER.lucys_menu_visible
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var can_spawn = (Network.GAME_MASTER or Network.PLAYING_OFFLINE) and MANAGER.ingame
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get_node("%lucy_raincloud").disabled = not can_spawn
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get_node("%lucy_meteor").disabled = not can_spawn
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get_node("%lucy_freezerain").disabled = not can_spawn
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get_node("%lucy_clearrain").disabled = not can_spawn
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get_node("%lucy_clearmeteor").disabled = not can_spawn
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get_node("%lucy_srv_bbcode").disabled = not (Network.GAME_MASTER or Network.PLAYING_OFFLINE)
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func _input(event):
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if event is InputEventKey and event.scancode == KEY_F5 && event.pressed:
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visible = !visible
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print("[LUCY] Menu visble: ", visible)
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MANAGER.lucys_menu_visible = visible
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if event is InputEventKey and event.scancode == KEY_F6 && event.pressed:
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var name = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "name")
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var lname = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "lobby_name")
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var nm = Steam.getNumLobbyMembers(Network.STEAM_LOBBY_ID)
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var code = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "code")
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var type = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "type")
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var bbname = Steam.getLobbyData(Network.STEAM_LOBBY_ID, "bbcode_lobby_name")
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var lobby_dat = {"name": name, "lobby_name":lname, "bbcode_lobby_name":bbname, "nm": nm, "code": code, "type": type}
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print("[LUCY] LOBBY ", lobby_dat)
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func _on_lucy_bbcode_toggled(button_pressed):
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MANAGER.allow_bbcode = button_pressed
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func _on_lucy_punchback_toggled(button_pressed):
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MANAGER.do_punchback = button_pressed
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func _on_lucy_servername_text_changed(new_text):
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get_node("%lucy_servername_preview").bbcode_text = new_text
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MANAGER.custom_server_name = new_text
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func _on_lucy_servermsg_text_changed(new_text):
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var result = MANAGER.bbcode_process(new_text, 512)
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get_node("%lucy_servermsg_preview").bbcode_text = result.fin
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get_node("%lucy_servermsg_preview2").bbcode_text = result.stripped
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MANAGER.server_join_message = new_text
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func _on_lucy_chatcolor_bool_toggled(button_pressed):
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MANAGER.custom_color_enabled = button_pressed
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func _on_lucy_chatcolor_color_changed(color):
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MANAGER.custom_color = color
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func _on_lucy_chatcolor_bool2_toggled(button_pressed):
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MANAGER.custom_text_color_enabled = button_pressed
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func _on_lucy_chatcolor2_color_changed(color):
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MANAGER.custom_text_color = color
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func _on_lucy_intbbcode_toggled(button_pressed):
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MANAGER.allow_intrusive_bbcode = button_pressed
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func _on_lucy_bug_bb_toggled(button_pressed):
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MANAGER.bug_bbcode = button_pressed
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func _on_lucy_srv_bbcode_toggled(button_pressed):
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if (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
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MANAGER.srv_bbcode = button_pressed
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func _on_lucy_raincloud_pressed():
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if not MANAGER.ingame or (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
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print("[LUCY] Spawning raincloud")
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var player = MANAGER.get_player()
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var pos = Vector3(player.global_transform.origin.x, 42, player.global_transform.origin.z)
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var zone = player.current_zone
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Network._sync_create_actor("raincloud", pos, zone, - 1, Network.STEAM_ID)
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func _on_lucy_meteor_pressed():
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if not MANAGER.ingame or (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
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if get_tree().get_nodes_in_group("meteor").size() > 10: return
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print("[LUCY] Spawning meteor")
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var player_pos = MANAGER.get_player().global_transform.origin
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var dist = INF
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var point = null
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for n in get_tree().get_nodes_in_group("fish_spawn"):
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var node_dist = n.global_transform.origin.distance_to(player_pos)
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if node_dist < dist:
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dist = node_dist
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point = n
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var zone = "main_zone"
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var pos = point.global_transform.origin
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Network._sync_create_actor("fish_spawn_alien", pos, zone, - 1, Network.STEAM_ID)
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func _on_lucy_freezerain_pressed():
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if not MANAGER.ingame or (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
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print("[LUCY] Freezing rain")
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for cloud in get_tree().get_nodes_in_group("raincloud"):
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if cloud.controlled == true:
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cloud.speed = 0
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cloud.decay = false
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func _on_lucy_clearrain_pressed():
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if not MANAGER.ingame or (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
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print("[LUCY] Clearing rain")
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for cloud in get_tree().get_nodes_in_group("raincloud"):
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cloud._deinstantiate(true)
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func _on_lucy_clearchat_pressed():
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Network._wipe_chat()
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Network.emit_signal("_chat_update")
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func _on_lucy_clearmeteor_pressed():
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if not MANAGER.ingame or (not Network.GAME_MASTER and not Network.PLAYING_OFFLINE): return
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print("[LUCY] Clearing meteor")
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for meteor in get_tree().get_nodes_in_group("meteor"):
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meteor._deinstantiate(true)
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