Pixel-Composer/scripts/node_VFX_variable/node_VFX_variable.gml

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function Node_VFX_Variable(_x, _y, _group = noone) : Node(_x, _y, _group) constructor {
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name = "VFX Variable";
color = COLORS.node_blend_vfx;
icon = THEME.vfx;
previewable = false;
node_draw_icon = s_node_vfx_variable;
w = 96;
h = 80;
min_h = h;
inputs[| 0] = nodeValue("Particles", self, JUNCTION_CONNECT.input, VALUE_TYPE.particle, -1 )
.setVisible(true, true);
input_display_list = [ 0 ];
outputs[| 0] = nodeValue("Positions", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, [] )
.setDisplay(VALUE_DISPLAY.vector);
outputs[| 1] = nodeValue("Scales", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, [] )
.setDisplay(VALUE_DISPLAY.vector);
outputs[| 2] = nodeValue("Rotations", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, 0 );
outputs[| 3] = nodeValue("Blending", self, JUNCTION_CONNECT.output, VALUE_TYPE.color, 0 );
outputs[| 4] = nodeValue("Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, 0 );
outputs[| 5] = nodeValue("Life", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, 0 );
outputs[| 6] = nodeValue("Max life", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, 0 );
static update = function(frame = ANIMATOR.current_frame) {
var parts = inputs[| 0].getValue();
if(!is_array(parts)) return;
var _get = [];
var _val = [];
for( var i = 0; i < ds_list_size(outputs); i++ ) {
_get[i] = false;
var _in = outputs[| i];
for( var j = 0; j < ds_list_size(_in.value_to); j++ )
if(_in.value_to[| j].value_from == _in) _get[i] = true;
_val[i] = [];
if(_get[i]) _val[i] = array_create(array_length(parts));
}
for( var i = 0; i < array_length(parts); i++ ) {
var part = parts[i];
if(_get[0]) _val[0][i] = [part.x, part.y];
if(_get[1]) _val[1][i] = [part.scx, part.scy];
if(_get[2]) _val[2][i] = part.rot;
if(_get[3]) _val[3][i] = part.blend;
if(_get[4]) _val[4][i] = part.alp;
if(_get[5]) _val[5][i] = part.life;
if(_get[6]) _val[6][i] = part.life_total;
}
for( var i = 0; i < ds_list_size(outputs); i++ )
if(_get[i]) outputs[| i].setValue(_val[i]);
}
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static onDrawNode = function(xx, yy, _mx, _my, _s, _hover, _focus) {
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var bbox = drawGetBbox(xx, yy, _s);
draw_sprite_fit(node_draw_icon, 0, bbox.xc, bbox.yc, bbox.w, bbox.h);
}
}