Files
Blockline/scripts/weapon_showcase.gd
T

68 lines
2.4 KiB
GDScript

class_name WeaponShowcase
extends SubViewportContainer
var stage: Node3D
var model: Node3D
var camera: Camera3D
var drag := false
func _ready() -> void:
position = Vector2(670, 135)
size = Vector2(840, 540)
var view := SubViewport.new()
view.size = Vector2i(840, 540)
view.own_world_3d = true
view.render_target_update_mode = SubViewport.UPDATE_WHEN_VISIBLE
view.msaa_3d = get_viewport().msaa_3d
add_child(view)
stage = Node3D.new()
view.add_child(stage)
var env := WorldEnvironment.new()
env.environment = Environment.new()
env.environment.background_mode = Environment.BG_COLOR
env.environment.background_color = Color("13212a")
env.environment.ambient_light_source = Environment.AMBIENT_SOURCE_COLOR
env.environment.ambient_light_color = Color("cadde1")
env.environment.ambient_light_energy = 0.55
var sky := Sky.new()
sky.sky_material = ProceduralSkyMaterial.new()
env.environment.sky = sky
env.environment.reflected_light_source = Environment.REFLECTION_SOURCE_SKY
stage.add_child(env)
for pos in [Vector3(0.9, 1, 0.2), Vector3(-0.6, 0.4, -0.9)]:
var light := OmniLight3D.new()
light.position = pos
light.omni_range = 3
light.light_energy = 1.7
stage.add_child(light)
camera = Camera3D.new()
stage.add_child(camera)
camera.position = Vector3(1.3, 0.5, 0.4)
camera.look_at(Vector3(0, -0.025, -0.12))
camera.projection = Camera3D.PROJECTION_ORTHOGONAL
camera.current = true
func select_weapon(index: int) -> void:
if model:
stage.remove_child(model)
model.queue_free()
model = WeaponModels.build(index)
stage.add_child(model)
WeaponSkins.apply(model, WeaponSkins.get_design(index))
camera.size = 0.43 if index == 4 else 1.05
camera.look_at(Vector3(0, -0.025, -0.22 if index != 4 else -0.12))
func _gui_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.pressed:
if event.button_index == MOUSE_BUTTON_WHEEL_UP: camera.size = maxf(0.25, camera.size * 0.9)
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN: camera.size = minf(2.0, camera.size * 1.1)
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT:
drag = event.pressed
if event is InputEventMouseMotion and drag and model:
model.rotation.y += event.relative.x * 0.008
model.rotation.z = clampf(model.rotation.z - event.relative.y * 0.005, -0.8, 0.8)
func _process(_dt: float) -> void:
if not Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT):
drag = false