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";
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color = COLORS.node_blend_vfx;
icon = THEME.vfx;
node_draw_icon = s_node_vfx_variable;
manual_ungroupable = false;
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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.none)
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.setVisible(false);
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outputs[| 1] = nodeValue("Scales", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, [] )
.setDisplay(VALUE_DISPLAY.none)
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.setVisible(false);
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outputs[| 2] = nodeValue("Rotations", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, 0 )
.setDisplay(VALUE_DISPLAY.none)
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.setVisible(false);
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outputs[| 3] = nodeValue("Blending", self, JUNCTION_CONNECT.output, VALUE_TYPE.color, 0 )
.setDisplay(VALUE_DISPLAY.none)
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.setVisible(false);
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outputs[| 4] = nodeValue("Alpha", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, 0 )
.setDisplay(VALUE_DISPLAY.none)
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.setVisible(false);
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outputs[| 5] = nodeValue("Life", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, 0 )
.setDisplay(VALUE_DISPLAY.none)
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.setVisible(false);
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outputs[| 6] = nodeValue("Max life", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, 0 )
.setDisplay(VALUE_DISPLAY.none)
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.setVisible(false);
outputs[| 7] = nodeValue("Surface", self, JUNCTION_CONNECT.output, VALUE_TYPE.surface, noone )
.setDisplay(VALUE_DISPLAY.none)
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.setVisible(false);
outputs[| 8] = nodeValue("Velocity", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, [] )
.setDisplay(VALUE_DISPLAY.none)
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.setVisible(false);
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outputs[| 9] = nodeValue("Seed", self, JUNCTION_CONNECT.output, VALUE_TYPE.float, 0 )
.setDisplay(VALUE_DISPLAY.none)
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.setVisible(false);
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static update = function(frame = CURRENT_FRAME) {
var parts = getInputData(0);
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if(!is_array(parts)) return;
var _val = [];
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for( var i = 0; i < ds_list_size(outputs); i++ )
_val[i] = array_create(array_length(parts));
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for( var i = 0, n = array_length(parts); i < n; i++ ) {
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var part = parts[i];
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if(outputs[| 0].visible) _val[0][i] = [part.x, part.y];
if(outputs[| 1].visible) _val[1][i] = [part.scx, part.scy];
if(outputs[| 2].visible) _val[2][i] = part.rot;
if(outputs[| 3].visible) _val[3][i] = part.blend;
if(outputs[| 4].visible) _val[4][i] = part.alp;
if(outputs[| 5].visible) _val[5][i] = part.life;
if(outputs[| 6].visible) _val[6][i] = part.life_total;
if(outputs[| 7].visible) _val[7][i] = part.surf;
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if(outputs[| 8].visible) _val[8][i] = [part.speedx, part.speedy];
if(outputs[| 9].visible) _val[9][i] = part.seed;
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}
for( var i = 0; i < ds_list_size(outputs); i++ )
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if(outputs[| i].visible) outputs[| i].setValue(_val[i]);
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}
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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);
}
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getPreviewingNode = VFX_PREVIEW_NODE;
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}