mirror of
https://github.com/litruv/PNGTuber-Plus.git
synced 2026-07-24 02:26:02 +10:00
521 lines
17 KiB
GDScript
521 lines
17 KiB
GDScript
extends Node2D
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#Node Reference
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@onready var spriteSpin = $SubViewportContainer/SubViewport/Node3D/Sprite3D
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@onready var parentSpin = $SubViewportContainer2/SubViewport/Node3D/Sprite3D
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@onready var spriteRotDisplay = $VBoxContainer/RotationalLimitsSection/RotBack/SpriteDisplay
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@onready var coverCollider = $Area2D/CollisionShape2D
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@onready var wobbleSyncControl = null # Will be assigned in _ready()
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@onready var blendModeDropdown = $VBoxContainer/RenderingSection/blendModeContainer/blendModeDropdown
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## Slider management system
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var slider_manager: SliderManager = null
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func _ready():
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Global.spriteEdit = self
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# Initialize slider management system
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slider_manager = SliderManager.new(self)
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_setup_slider_components()
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# Find the wobble sync control node
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wobbleSyncControl = find_child("WobbleSyncControl")
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if wobbleSyncControl == null:
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print("Warning: WobbleSyncControl node not found in sprite viewer")
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# Set up blend mode dropdown
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setupBlendModeDropdown()
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## Set up all slider components
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func _setup_slider_components():
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# Initialize all the new slider components and add them to the manager
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_setup_drag_slider()
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_setup_wobble_sliders()
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_setup_rotation_sliders()
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_setup_limit_sliders()
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_setup_animation_sliders()
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_setup_opacity_slider()
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## Set up drag slider
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func _setup_drag_slider():
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var drag_slider = $VBoxContainer/PhysicsSection/DragSlider
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if drag_slider:
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slider_manager.add_slider(drag_slider)
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drag_slider.value_changed.connect(_on_drag_slider_value_changed)
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## Set up wobble sliders
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func _setup_wobble_sliders():
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var wobble_sliders = [
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$VBoxContainer/WobbleSection/xFrqSlider,
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$VBoxContainer/WobbleSection/xAmpSlider,
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$VBoxContainer/WobbleSection/yFrqSlider,
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$VBoxContainer/WobbleSection/yAmpSlider,
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$VBoxContainer/WobbleSection/rFrqSlider,
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$VBoxContainer/WobbleSection/rAmpSlider
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]
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for slider in wobble_sliders:
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if slider:
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slider_manager.add_slider(slider)
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slider.value_changed.connect(_on_wobble_slider_changed)
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## Set up rotation sliders
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func _setup_rotation_sliders():
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var rotation_sliders = [
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$VBoxContainer/PhysicsSection/rDragSlider,
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$VBoxContainer/PhysicsSection/squashSlider
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]
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for slider in rotation_sliders:
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if slider:
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slider_manager.add_slider(slider)
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slider.value_changed.connect(_on_rotation_slider_changed)
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## Set up rotational limit sliders
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func _setup_limit_sliders():
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var limit_sliders = [
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$VBoxContainer/RotationalLimitsSection/rotLimitMinSlider,
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$VBoxContainer/RotationalLimitsSection/rotLimitMaxSlider
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]
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for slider in limit_sliders:
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if slider:
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slider_manager.add_slider(slider)
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slider.value_changed.connect(_on_limit_slider_changed)
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## Set up animation sliders
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func _setup_animation_sliders():
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var animation_sliders = [
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$VBoxContainer/AnimationSection/animFramesSlider,
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$VBoxContainer/AnimationSection/animSpeedSlider
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]
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for slider in animation_sliders:
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if slider:
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slider_manager.add_slider(slider)
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slider.value_changed.connect(_on_animation_slider_changed)
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## Set up opacity slider
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func _setup_opacity_slider():
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var opacity_slider = $VBoxContainer/RenderingSection/opacitySlider
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if opacity_slider:
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slider_manager.add_slider(opacity_slider)
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opacity_slider.value_changed.connect(_on_opacity_slider_changed)
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## Generic slider change handlers
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func _on_drag_slider_value_changed(value: float):
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if Global.heldSprite:
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Global.heldSprite.dragSpeed = value
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func _on_wobble_slider_changed(value: float):
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# Wobble sliders handle their own parameter updates
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# Just update the wobble sync control if needed
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if wobbleSyncControl:
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wobbleSyncControl.updateUI()
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func _on_rotation_slider_changed(value: float):
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# Rotation sliders handle their own parameter updates
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if Global.heldSprite:
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changeRotLimit() # Update the rotation limit display
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func _on_limit_slider_changed(value: float):
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# Limit sliders handle their own parameter updates
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if Global.heldSprite:
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changeRotLimit() # Update the rotation limit display
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func _on_animation_slider_changed(value: float):
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# Animation sliders handle their own parameter updates
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if Global.heldSprite:
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# Special handling for frames slider
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var frames_slider = $VBoxContainer/AnimationSection/animFramesSlider
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if frames_slider and frames_slider.value != Global.heldSprite.frames:
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spriteSpin.hframes = Global.heldSprite.frames
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func _on_opacity_slider_changed(value: float):
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# Opacity slider handles its own parameter updates via sprite_property
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pass
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func setImage():
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if Global.heldSprite == null:
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return
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spriteSpin.texture = Global.heldSprite.tex
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spriteSpin.pixel_size = 1.5 / Global.heldSprite.imageData.get_size().y
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spriteSpin.hframes = Global.heldSprite.frames
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spriteRotDisplay.texture = Global.heldSprite.tex
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spriteRotDisplay.offset = Global.heldSprite.offset
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var displaySize = Global.heldSprite.imageData.get_size().y
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spriteRotDisplay.scale = Vector2(1,1) * (150.0/displaySize)
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# Update all slider components with the current sprite
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if slider_manager:
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slider_manager.update_all_sliders(Global.heldSprite)
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# Update individual sliders with current values
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_update_all_slider_values()
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$Position/fileTitle.text = Global.heldSprite.path.replace("user://", "")
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$VBoxContainer/PhysicsSection/BounceVelocity.button_pressed = Global.heldSprite.ignoreBounce
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$VBoxContainer/RenderingSection/ClipLinked.button_pressed = Global.heldSprite.clipped
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$VBoxContainer/Buttons/SpeakingWrapper/Speaking.frame = Global.heldSprite.showOnTalk
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$VBoxContainer/Buttons/BlinkingWrapper/Blinking.frame = Global.heldSprite.showOnBlink
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$VBoxContainer/RenderingSection/affectChildrenCheck.button_pressed = Global.heldSprite.affectChildrenOpacity
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$VBoxContainer/RenderingSection/blendModeContainer/blendModeDropdown.selected = Global.heldSprite.blendMode
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$VBoxContainer/BoxContainer/setToggle/Label.text = "toggle: \"" + Global.heldSprite.toggle + "\""
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changeRotLimit()
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setLayerButtons()
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# Update wobble sync control
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if wobbleSyncControl:
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wobbleSyncControl.setSprite(Global.heldSprite)
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# Force a refresh to ensure dropdown is populated
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await get_tree().process_frame
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wobbleSyncControl.updateUI()
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# Update wobble control states based on sync status
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updateWobbleControlStates()
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if Global.heldSprite.parentId == null:
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$VBoxContainer/Buttons/UnlinkWrapper/Unlink.visible = false
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parentSpin.visible = false
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else:
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$VBoxContainer/Buttons/UnlinkWrapper/Unlink.visible = true
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var nodes = get_tree().get_nodes_in_group(str(Global.heldSprite.parentId))
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if nodes.size()<=0:
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return
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parentSpin.texture = nodes[0].tex
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parentSpin.pixel_size = 1.5 / nodes[0].imageData.get_size().y
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parentSpin.hframes = nodes[0].frames
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parentSpin.visible = true
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## Update all slider components with current sprite values
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func _update_all_slider_values():
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if not Global.heldSprite:
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return
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# Update drag slider
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var drag_slider = $VBoxContainer/PhysicsSection/DragSlider
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if drag_slider:
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drag_slider.set_value(Global.heldSprite.dragSpeed)
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# Update wobble sliders
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var wobble_sliders = {
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$VBoxContainer/WobbleSection/xFrqSlider: Global.heldSprite.xFrq,
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$VBoxContainer/WobbleSection/xAmpSlider: Global.heldSprite.xAmp,
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$VBoxContainer/WobbleSection/yFrqSlider: Global.heldSprite.yFrq,
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$VBoxContainer/WobbleSection/yAmpSlider: Global.heldSprite.yAmp,
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$VBoxContainer/WobbleSection/rFrqSlider: Global.heldSprite.rFrq,
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$VBoxContainer/WobbleSection/rAmpSlider: Global.heldSprite.rAmp
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}
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for slider in wobble_sliders:
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if slider:
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slider.set_value(wobble_sliders[slider])
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# Update rotation sliders
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var rotation_sliders = {
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$VBoxContainer/PhysicsSection/rDragSlider: Global.heldSprite.rdragStr,
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$VBoxContainer/PhysicsSection/squashSlider: Global.heldSprite.stretchAmount
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}
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for slider in rotation_sliders:
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if slider:
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slider.set_value(rotation_sliders[slider])
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# Update limit sliders
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var limit_sliders = {
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$VBoxContainer/RotationalLimitsSection/rotLimitMinSlider: Global.heldSprite.rLimitMin,
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$VBoxContainer/RotationalLimitsSection/rotLimitMaxSlider: Global.heldSprite.rLimitMax
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}
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for slider in limit_sliders:
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if slider:
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slider.set_value(limit_sliders[slider])
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# Update animation sliders
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var animation_sliders = {
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$VBoxContainer/AnimationSection/animFramesSlider: Global.heldSprite.frames,
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$VBoxContainer/AnimationSection/animSpeedSlider: Global.heldSprite.animSpeed
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}
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for slider in animation_sliders:
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if slider:
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slider.set_value(animation_sliders[slider])
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# Update opacity slider
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var opacity_slider = $VBoxContainer/RenderingSection/opacitySlider
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if opacity_slider:
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opacity_slider.set_value(Global.heldSprite.spriteOpacity)
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## Update wobble control states based on sync status
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func updateWobbleControlStates():
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if Global.heldSprite == null:
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return
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# Use slider manager if available
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if slider_manager:
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slider_manager.update_wobble_control_states(Global.heldSprite)
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# Also update individual wobble sliders for visual feedback
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var is_synced = Global.heldSprite.isSynced()
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var tint = Color(1.0, 1.0, 0.9) if is_synced else Color.WHITE
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var wobble_sliders = [
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$VBoxContainer/WobbleSection/xFrqSlider,
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$VBoxContainer/WobbleSection/xAmpSlider,
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$VBoxContainer/WobbleSection/yFrqSlider,
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$VBoxContainer/WobbleSection/yAmpSlider,
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$VBoxContainer/WobbleSection/rFrqSlider,
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$VBoxContainer/WobbleSection/rAmpSlider
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]
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for slider in wobble_sliders:
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if slider and slider.has_method("set_modulate_color"):
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slider.set_modulate_color(tint)
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slider.set_editable(true) # Keep enabled even when synced
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func _process(delta):
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visible = Global.heldSprite != null
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coverCollider.disabled = !visible
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if !visible:
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return
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var obj = Global.heldSprite
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spriteSpin.rotate_y(delta*4.0)
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parentSpin.rotate_y(delta*4.0)
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$VBoxContainer/InfoSection/PositionLabel.text = "position X : "+str(obj.position.x)+" Y: " + str(obj.position.y)
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$VBoxContainer/InfoSection/OffsetLabel.text = "offset X : "+str(obj.offset.x)+" Y: " + str(obj.offset.y)
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$VBoxContainer/InfoSection/LayerLabel.text = "layer : "+str(obj.z)
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#Sprite Rotational Limit Display
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var size = Global.heldSprite.rLimitMax - Global.heldSprite.rLimitMin
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var minimum = Global.heldSprite.rLimitMin
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spriteRotDisplay.rotation_degrees = sin(Global.animationTick*0.05)*(size/2.0)+(minimum+(size/2.0))
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$VBoxContainer/RotationalLimitsSection/RotBack/RotLineDisplay3.rotation_degrees = spriteRotDisplay.rotation_degrees
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func _on_speaking_pressed():
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var f = $VBoxContainer/Buttons/SpeakingWrapper/Speaking.frame
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f = (f+1) % 3
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$VBoxContainer/Buttons/SpeakingWrapper/Speakingaking.frame = f
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Global.heldSprite.showOnTalk = f
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func _on_blinking_pressed():
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var f = $VBoxContainer/Buttons/BlinkingWrapper/Blinking.frame
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f = (f+1) % 3
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$VBoxContainer/Buttons/BlinkingWrapper/Blinking.frame = f
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Global.heldSprite.showOnBlink = f
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func _on_trash_pressed():
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# Clean up wobble sync group membership before deleting
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if Global.heldSprite.wobbleSyncGroup != "" and WobbleSyncManager:
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WobbleSyncManager.onSpriteDeleted(Global.heldSprite.id)
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Global.heldSprite.queue_free()
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Global.heldSprite = null
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Global.spriteList.updateData()
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func _on_unlink_pressed():
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if Global.heldSprite.parentId == null:
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return
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Global.unlinkSprite()
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setImage()
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func changeRotLimit():
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$VBoxContainer/RotationalLimitsSection/RotBack/rotLimitBar.value = Global.heldSprite.rLimitMax - Global.heldSprite.rLimitMin
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$VBoxContainer/RotationalLimitsSection/RotBack/rotLimitBar.rotation_degrees = Global.heldSprite.rLimitMin + 90
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$VBoxContainer/RotationalLimitsSection/RotBack/RotLineDisplay.rotation_degrees = Global.heldSprite.rLimitMin
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$VBoxContainer/RotationalLimitsSection/RotBack/RotLineDisplay2.rotation_degrees = Global.heldSprite.rLimitMax
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func setLayerButtons():
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var a = Global.heldSprite.costumeLayers.duplicate()
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$VBoxContainer/LayersSection/HBoxContainer/Layer1Container/Layer1.frame = 1-a[0]
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$VBoxContainer/LayersSection/HBoxContainer/Layer2Container/Layer2.frame = 1-a[1]
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$VBoxContainer/LayersSection/HBoxContainer/Layer3Container/Layer3.frame = 1-a[2]
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$VBoxContainer/LayersSection/HBoxContainer/Layer4Container/Layer4.frame = 1-a[3]
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$VBoxContainer/LayersSection/HBoxContainer/Layer5Container/Layer5.frame = 1-a[4]
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$VBoxContainer/LayersSection/HBoxContainer2/Layer6Container/Layer6.frame = 1-a[5]
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$VBoxContainer/LayersSection/HBoxContainer2/Layer7Container/Layer7.frame = 1-a[6]
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$VBoxContainer/LayersSection/HBoxContainer2/Layer8Container/Layer8.frame = 1-a[7]
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$VBoxContainer/LayersSection/HBoxContainer2/Layer9Container/Layer9.frame = 1-a[8]
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$VBoxContainer/LayersSection/HBoxContainer2/Layer10Container/Layer10.frame = 1-a[9]
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var nodes = get_tree().get_nodes_in_group("saved")
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for sprite in nodes:
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if sprite.costumeLayers[Global.main.costume - 1] == 1:
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sprite.visible = true
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sprite.changeCollision(true)
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else:
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sprite.visible = false
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sprite.changeCollision(false)
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func _on_layer_button_1_pressed():
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if Global.heldSprite.costumeLayers[0] == 0:
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Global.heldSprite.costumeLayers[0] = 1
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else:
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Global.heldSprite.costumeLayers[0] = 0
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setLayerButtons()
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func _on_layer_button_2_pressed():
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if Global.heldSprite.costumeLayers[1] == 0:
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Global.heldSprite.costumeLayers[1] = 1
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else:
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Global.heldSprite.costumeLayers[1] = 0
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setLayerButtons()
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func _on_layer_button_3_pressed():
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if Global.heldSprite.costumeLayers[2] == 0:
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Global.heldSprite.costumeLayers[2] = 1
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else:
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Global.heldSprite.costumeLayers[2] = 0
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setLayerButtons()
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func _on_layer_button_4_pressed():
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if Global.heldSprite.costumeLayers[3] == 0:
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Global.heldSprite.costumeLayers[3] = 1
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else:
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Global.heldSprite.costumeLayers[3] = 0
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setLayerButtons()
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func _on_layer_button_5_pressed():
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if Global.heldSprite.costumeLayers[4] == 0:
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Global.heldSprite.costumeLayers[4] = 1
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else:
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Global.heldSprite.costumeLayers[4] = 0
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setLayerButtons()
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func _on_layer_button_6_pressed():
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if Global.heldSprite.costumeLayers[5] == 0:
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Global.heldSprite.costumeLayers[5] = 1
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else:
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Global.heldSprite.costumeLayers[5] = 0
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setLayerButtons()
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func _on_layer_button_7_pressed():
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if Global.heldSprite.costumeLayers[6] == 0:
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Global.heldSprite.costumeLayers[6] = 1
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else:
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Global.heldSprite.costumeLayers[6] = 0
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setLayerButtons()
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func _on_layer_button_8_pressed():
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if Global.heldSprite.costumeLayers[7] == 0:
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Global.heldSprite.costumeLayers[7] = 1
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else:
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Global.heldSprite.costumeLayers[7] = 0
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setLayerButtons()
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func _on_layer_button_9_pressed():
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if Global.heldSprite.costumeLayers[8] == 0:
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Global.heldSprite.costumeLayers[8] = 1
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else:
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Global.heldSprite.costumeLayers[8] = 0
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setLayerButtons()
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func _on_layer_button_10_pressed():
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if Global.heldSprite.costumeLayers[9] == 0:
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Global.heldSprite.costumeLayers[9] = 1
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else:
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Global.heldSprite.costumeLayers[9] = 0
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setLayerButtons()
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func layerSelected():
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var newPos = Vector2.ZERO
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match Global.main.costume:
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1:
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newPos = $VBoxContainer/LayersSection/HBoxContainer/Layer1Container/Layer1.position
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2:
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newPos = $VBoxContainer/LayersSection/HBoxContainer/Layer2Container/Layer2.position
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3:
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newPos = $VBoxContainer/LayersSection/HBoxContainer/Layer3Container/Layer3.position
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4:
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newPos = $VBoxContainer/LayersSection/HBoxContainer/Layer4Container/Layer4.position
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5:
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newPos = $VBoxContainer/LayersSection/HBoxContainer/Layer5Container/Layer5.position
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6:
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newPos = $VBoxContainer/LayersSection/HBoxContainer2/Layer6Container/Layer6.position
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7:
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newPos = $VBoxContainer/LayersSection/HBoxContainer2/Layer7Container/Layer7.position
|
|
8:
|
|
newPos = $VBoxContainer/LayersSection/HBoxContainer2/Layer8Container/Layer8.position
|
|
9:
|
|
newPos = $VBoxContainer/LayersSection/HBoxContainer2/Layer9Container/Layer9.position
|
|
10:
|
|
newPos = $VBoxContainer/LayersSection/HBoxContainer2/Layer10Container/Layer10.position
|
|
|
|
|
|
func _on_clip_linked_toggled(button_pressed):
|
|
Global.heldSprite.setClip(button_pressed)
|
|
|
|
|
|
func _on_check_box_toggled(button_pressed):
|
|
Global.heldSprite.ignoreBounce = button_pressed
|
|
|
|
|
|
func _on_delete_pressed():
|
|
Global.heldSprite.toggle = "null"
|
|
$VBoxContainer/BoxContainer/setToggle/Label.text = "toggle: \"" + Global.heldSprite.toggle + "\""
|
|
Global.heldSprite.makeVis()
|
|
|
|
func _on_set_toggle_pressed():
|
|
$VBoxContainer/BoxContainer/setToggle/Labelbel.text = "toggle: AWAITING INPUT"
|
|
await Global.main.fatfuckingballs
|
|
|
|
var keys = await Global.main.spriteVisToggles
|
|
var key = keys[0]
|
|
Global.heldSprite.toggle = key
|
|
$VBoxContainer/BoxContainer/setToggle/Label.text = "toggle: \"" + Global.heldSprite.toggle + "\""
|
|
|
|
func _on_affect_children_check_toggled(button_pressed):
|
|
Global.heldSprite.affectChildrenOpacity = button_pressed
|
|
Global.heldSprite.updateOpacity()
|
|
|
|
## Set up the blend mode dropdown with all available blend modes
|
|
func setupBlendModeDropdown():
|
|
blendModeDropdown.clear()
|
|
var blendModeNames = BlendModeManager.get_blend_mode_names()
|
|
for mode_name in blendModeNames:
|
|
blendModeDropdown.add_item(mode_name)
|
|
|
|
## Handle blend mode dropdown selection
|
|
func _on_blend_mode_dropdown_item_selected(index: int):
|
|
if Global.heldSprite != null:
|
|
Global.heldSprite.updateBlendMode(index)
|
|
Global.pushUpdate("Blend mode set to: " + BlendModeManager.get_blend_mode_name(index))
|