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https://github.com/litruv/PNGTuber-Plus.git
synced 2026-07-24 10:36:01 +10:00
wobble sync groups !build
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@@ -94,6 +94,9 @@ var affectChildrenOpacity = false
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#Vis toggle
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var toggle = "null"
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#Wobble Sync Group
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var wobbleSyncGroup = ""
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func _ready():
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Global.main.spriteVisToggles.connect(visToggle)
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@@ -171,6 +174,8 @@ func _ready():
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setClip(clipped)
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# Always initialize opacity shader
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updateShaderOpacity()
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if Global.filtering:
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sprite.texture_filter = 2
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@@ -235,6 +240,16 @@ func _process(delta):
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grabArea.visible = false
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originSprite.visible = false
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# Disable grabArea input and detection when dialogs are open
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if Global.main and Global.main.fileSystemOpen:
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grabArea.input_pickable = false
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grabArea.monitoring = false
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grabArea.monitorable = false
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else:
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grabArea.input_pickable = true
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grabArea.monitoring = true
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grabArea.monitorable = true
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var glob = dragger.global_position
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if ignoreBounce:
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glob.y -= Global.main.bounceChange
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@@ -282,7 +297,12 @@ func talkBlink():
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# Only handle talk/blink/edit visibility with modulate
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# Opacity slider effects are handled by shader
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sprite.self_modulate.a = 1.0 # Always keep original texture alpha for clipping
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var previousAlpha = sprite.modulate.a
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sprite.modulate.a = baseAlpha # Only apply talk/blink/edit visibility
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# Update shader if modulate alpha changed (for editor dimming)
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if previousAlpha != baseAlpha:
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updateShaderOpacity()
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func calculateParentOpacityMultiplier():
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var multiplier = 1.0
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@@ -296,7 +316,40 @@ func calculateParentOpacityMultiplier():
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return multiplier
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## Update wobble parameters and sync to group if needed
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func updateWobbleParameter(parameter: String, value: float):
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print("DEBUG: updateWobbleParameter called - parameter: ", parameter, ", value: ", value, ", sprite ID: ", id)
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print("DEBUG: Current wobbleSyncGroup: '", wobbleSyncGroup, "'")
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# Update this sprite's parameter first
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match parameter:
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"xFrq": xFrq = value
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"xAmp": xAmp = value
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"yFrq": yFrq = value
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"yAmp": yAmp = value
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"rFrq": rFrq = value
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"rAmp": rAmp = value
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print("DEBUG: Parameter updated on sprite. New values - xFrq:", xFrq, " xAmp:", xAmp, " yFrq:", yFrq, " yAmp:", yAmp, " rFrq:", rFrq, " rAmp:", rAmp)
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# If this sprite is in a sync group, update the entire group
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if wobbleSyncGroup != "" and WobbleSyncManager:
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print("DEBUG: Sprite is in sync group '", wobbleSyncGroup, "' - updating group wobble parameters")
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WobbleSyncManager.updateGroupWobble(wobbleSyncGroup, xFrq, xAmp, yFrq, yAmp, rFrq, rAmp)
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# Don't refresh UI immediately - let the sync process complete first
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# The wobble sync control will handle UI updates when needed
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else:
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print("DEBUG: Sprite not in sync group or WobbleSyncManager not available")
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## Check if this sprite is synced to a group
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func isSynced() -> bool:
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return wobbleSyncGroup != ""
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func delete():
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# Clean up from wobble sync groups
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if wobbleSyncGroup != "" and WobbleSyncManager:
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WobbleSyncManager.onSpriteDeleted(id)
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queue_free()
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func _physics_process(delta):
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@@ -460,17 +513,17 @@ func updateShaderOpacity():
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# Calculate total opacity from user settings and parent hierarchy
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var totalOpacity = spriteOpacity * calculateParentOpacityMultiplier()
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if totalOpacity >= 1.0:
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# No shader needed for 100% opacity
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sprite.material = null
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else:
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# Create or update shader material for opacity less than 100%
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if opacityMaterial == null:
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opacityMaterial = ShaderMaterial.new()
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opacityMaterial.shader = opacityShader
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opacityMaterial.set_shader_parameter("opacity", totalOpacity)
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sprite.material = opacityMaterial
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# Also factor in the modulate alpha for editor dimming/onion skinning
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var editorAlpha = sprite.modulate.a
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var finalOpacity = totalOpacity * editorAlpha
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# Always apply the opacity shader to ensure it's loaded
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if opacityMaterial == null:
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opacityMaterial = ShaderMaterial.new()
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opacityMaterial.shader = opacityShader
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opacityMaterial.set_shader_parameter("opacity", finalOpacity)
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sprite.material = opacityMaterial
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func updateChildrenOpacityRecursively():
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var linkedSprites = getAllLinkedSprites()
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