feat: implemented character customization from editor

main
Sara 2024-02-05 23:18:38 +01:00
parent 68bb445f43
commit edf779ebc6
2 changed files with 78 additions and 40 deletions

View File

@ -10,8 +10,7 @@ namespace godot {
void Player::_bind_methods() {
#define CLASSNAME Player
#ifndef NDEBUG
GDPROPERTY(selected, Variant::STRING);
GDPROPERTY(index, Variant::INT);
GDPROPERTY(active_customization, Variant::DICTIONARY);
#endif
}
void Player::_enter_tree() {
@ -21,8 +20,8 @@ void Player::_enter_tree() {
}
void Player::_exit_tree() {
for(std::pair<const String, std::pair<size_t, std::vector<Node3D*>>>& pair: this->customization) {
for(Node3D *option: pair.second.second) {
for(std::pair<const String, CustomizationState>& pair: this->customization) {
for(Node3D *option: pair.second.options) {
if(!option->is_inside_tree()) {
option->queue_free();
}
@ -34,43 +33,85 @@ void Player::_process(double deltaTime) {}
void Player::_physics_process(double deltaTime) {}
void Player::customization_init() {
customizationParent = this->get_node<Skeleton3D>("Model/RootNode/Skeleton3D");
if(!customizationParent)
this->customizationParent = this->get_node<Skeleton3D>("Model/RootNode/Skeleton3D");
if(!this->customizationParent)
return;
for(int i = 0; i < customizationParent->get_child_count(); ++i) {
Node3D *child = Object::cast_to<Node3D>(customizationParent->get_child(i));
if(!child)
continue;
String name = child->get_name();
PackedStringArray slices = name.split("_", false);
if(customization.find(slices[1]) != customization.end()) {
auto &array = customization.at(slices[1]);
array.second.push_back(child);
customizationParent->remove_child(child);
// get the next valid child
Node3D *child = Object::cast_to<Node3D>(this->customizationParent->get_child(i));
if(!child) continue;
// split it's name into parts based on _
// the format for the names will be Chr_<CATEGORY NAME>_<NUMBER>
// number IS NOT guaranteed to start at 0 or 1
// the category name will serve as the key to the customization map
PackedStringArray slices = child->get_name().split("_", false);
// create a new customization state if one does not exist for this category
if(this->customization.find(slices[1]) == this->customization.end())
this->customization.insert({slices[1], {0, {}}});
// add the new child to the customization options for this category
CustomizationState &state = this->customization.at(slices[1]);
state.options.push_back(child);
// only allow this child to exist in the scene tree if it was saved as the current selection
if(state.currentSelected != state.options.size()-1) {
this->customizationParent->remove_child(child);
--i;
} else {
customization.insert({slices[1], {0, {child}}});
}
}
UtilityFunctions::print("customization categories:");
for(std::pair<const String, std::pair<size_t, std::vector<Node3D *>>>& pair: this->customization) {
UtilityFunctions::print("- ", pair.first);
std::vector<String> empty{};
UtilityFunctions::print("categories:");
for(std::pair<String, CustomizationState> const& pair: this->customization) {
UtilityFunctions::print("- ", pair.first, " selected ", pair.second.currentSelected);
if(pair.second.options.size() == 0)
empty.push_back(pair.first);
}
for(String const& key: empty) {
this->customization.erase(key);
UtilityFunctions::print("removing invalid category: ", key);
}
}
void Player::select_customization(String key, int index) {
std::pair<size_t, std::vector<Node3D *>> &pair = this->customization.at(key);
if(index > pair.second.size())
if(this->customization.find(key) == this->customization.end())
return;
if(index == pair.first)
CustomizationState &pair = this->customization.at(key);
// invalid keys are stored as the size of the array
if(index < 0 || index > pair.options.size())
index = pair.options.size();
// nothing changes
if(index == pair.currentSelected)
return;
customizationParent->remove_child(pair.second[pair.first]);
customizationParent->add_child(pair.second[index]);
pair.first = index;
// disable previous chosen option, if any
if(pair.currentSelected < pair.options.size())
customizationParent->remove_child(pair.options[pair.currentSelected]);
// enable chosen option, if any
if(index < pair.options.size())
customizationParent->add_child(pair.options[index]);
pair.currentSelected = index;
}
#ifndef NDEBUG
void Player::set_selected(String value) { this->selected = value; }
String Player::get_selected() const { return this->selected; }
#endif
Dictionary Player::get_active_customization() const {
Dictionary result{};
// translate the map to a dictionary of keys and indexes
for(std::pair<String, CustomizationState> const &pair: this->customization)
result[pair.first] = pair.second.currentSelected >= pair.second.options.size()
? -1 // an invalid key will always be -1
: pair.second.currentSelected;
return result;
}
void Player::set_active_customization(Dictionary value) {
for(int64_t i = 0; i < value.size(); ++i) {
String key = value.keys()[i];
size_t selection = value[key];
bool exists = this->customization.find(key) != this->customization.end(); // wether or not the a given key exists in the customization map
// if not, it can be added, as long as the customization map has not yet been initialized by _enter_tree
if(!exists && !this->is_inside_tree())
this->customization.insert({key, {selection, {}}});
// if the key does not exist in customization and _enter_tree is already called, the key is not valid and discarted
else if(!exists)
return;
else
this->select_customization(key, selection);
}
}
} // namespace godot

View File

@ -10,15 +10,16 @@ namespace godot {
class Player : public CharacterBody3D {
GDCLASS(Player, CharacterBody3D)
static void _bind_methods();
struct CustomizationState {
size_t currentSelected;
std::vector<Node3D *> options;
};
protected:
std::map<String, CustomizationState> customization{};
Node3D* model{nullptr};
AnimationTree* animTree{nullptr};
std::map<String, std::pair<size_t, std::vector<Node3D *>>> customization{};
Skeleton3D *customizationParent{nullptr};
#ifndef NDEBUG
String selected;
#endif
public:
virtual void _enter_tree() override;
@ -31,12 +32,8 @@ public:
void select_customization(String key, int value);
#ifndef NDEBUG
void set_selected(String value);
String get_selected() const;
void set_index(int value) { this->select_customization(this->selected, value); }
int get_index() { return this->customization.find(this->selected) == this->customization.end() ? 0 : this->customization.at(this->selected).first; }
#endif
Dictionary get_active_customization() const;
void set_active_customization(Dictionary value);
};
} // namespace godot