Tough_Crowd/godot/scenes/faces/face.gd

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extends Node2D
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@export_enum("angry", "neutral", "happy", "laugh") var expression
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var person_controller : AudienceMember
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var expression_map = {}
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const expression_change_speed : float = 1.5
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const color_transparent : Color = Color(1, 1, 1, 0)
const color_visible : Color = Color(1, 1, 1, 1)
# Called when the node enters the scene tree for the first time.
func _ready():
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expression_map = {
"angry" : $Unhappy,
"neutral" : $Neutral,
"happy" : $Happy,
"laugh" : $Laugh,
}
person_controller = get_node("../../../Person")
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expression = person_controller.expression
reset_face()
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func _process(_delta):
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if expression != person_controller.expression:
update_face(person_controller.expression)
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expression = person_controller.expression
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func reset_face():
for expr in expression_map:
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expression_map[expr].modulate = color_transparent.lerp(color_visible, expr == expression)
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func update_face(new_expression: String):
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var trans_speed = expression_change_speed
if new_expression == "laugh":
trans_speed = 0
#var trans_speed = lerpf(0, expression_change_speed, new_expression != "laugh")
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var tween = get_tree().create_tween().bind_node(self).set_parallel().set_trans(Tween.TRANS_LINEAR)
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tween.tween_property(expression_map[expression], "modulate", color_transparent, trans_speed)
tween.tween_property(expression_map[new_expression], "modulate", color_visible, trans_speed)