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Jessist/addons/godot-action/GDAction/Animating/MoveTo/GDActionNodeMoveTo.gd
2022-06-18 13:05:48 +02:00

117 lines
2.5 KiB
GDScript

class_name GDActionNodeMoveTo extends GDActionNodeInterval
enum Type { MOVE_TO, MOVE_TO_X, MOVE_TO_Y }
var type = Type.MOVE_TO
var from_value
var to_value
func get_class() -> String:
return "GDActionNodeMoveTo"
func _init(action, key, node).(action, key, node):
pass
func _update(value: float, eased_value: float, delta: float):
match type:
Type.MOVE_TO:
_update_move_to(value, eased_value, delta)
Type.MOVE_TO_X:
_update_move_to_x(value, eased_value, delta)
Type.MOVE_TO_Y:
_update_move_to_y(value, eased_value, delta)
func _update_move_to(value: float, eased_value: float, delta: float):
match node_type:
NodeType.NODE_2D:
node.position = lerp(from_value, to_value, eased_value)
NodeType.CONTROL:
node.rect_position = lerp(from_value, to_value, eased_value)
func _update_move_to_x(value: float, eased_value: float, delta: float):
match node_type:
NodeType.NODE_2D:
node.position.x = lerp(from_value, to_value, eased_value)
NodeType.CONTROL:
node.rect_position.x = lerp(from_value, to_value, eased_value)
func _update_move_to_y(value: float, eased_value: float, delta: float):
match node_type:
NodeType.NODE_2D:
node.position.y = lerp(from_value, to_value, eased_value)
NodeType.CONTROL:
node.rect_position.y = lerp(from_value, to_value, eased_value)
func move_to(x, y, duration: float, delay = 0.0, speed = 1.0):
self.duration = duration
self.delay = delay
self.speed = speed
match node_type:
NodeType.NODE_2D:
_config_type_node(x, y)
NodeType.CONTROL:
_config_type_control(x, y)
_reset_value()
_run()
func _config_type_node(x, y):
if x != null and y != null:
self.from_value = node.position
self.to_value = Vector2(x, y)
self.type = Type.MOVE_TO
elif x != null:
self.from_value = node.position.x
self.to_value = x
self.type = Type.MOVE_TO_X
elif y != null:
self.from_value = node.position.y
self.to_value = y
self.type = Type.MOVE_TO_Y
else:
push_error("GDActionNodeMoveTo much x != null or y != null")
finished()
func _config_type_control(x, y):
if x != null and y != null:
self.from_value = node.rect_position
self.to_value = Vector2(x, y)
self.type = Type.MOVE_TO
elif x != null:
self.from_value = node.rect_position.x
self.to_value = x
self.type = Type.MOVE_TO_X
elif y != null:
self.from_value = node.rect_position.y
self.to_value = y
self.type = Type.MOVE_TO_Y
else:
push_error("GDActionNodeMoveTo much x != null or y != null")
finished()