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experiment-adventure-ai/addons/cutscene_editor/editor/nodes/AnimationActionNode.gd
2025-07-31 09:27:26 -07:00

63 lines
1.7 KiB
GDScript

@tool
class_name AnimationActionNode
extends "res://addons/cutscene_editor/editor/nodes/BaseGraphNode.gd"
# Node for AnimationAction
func _init() -> void:
node_type = "animation"
node_id = "animation_" + str(randi())
title = "Animation"
modulate = Color(0.8, 0.4, 0.8) # Purple
# One input and one output connection
var slot = 0
set_slot(slot, true, 0, Color(0, 0, 0), true, 0, Color(0, 0, 0))
func _ready() -> void:
super._ready()
# Initialize default parameters
action_parameters["character"] = ""
action_parameters["animation_name"] = ""
action_parameters["loop"] = false
func _setup_parameter_fields() -> void:
# Character field
var char_label = Label.new()
char_label.text = "Character:"
add_child(char_label)
var char_field = LineEdit.new()
char_field.text = action_parameters["character"]
char_field.connect("text_changed", _on_character_changed)
add_child(char_field)
# Animation name field
var anim_label = Label.new()
anim_label.text = "Animation:"
add_child(anim_label)
var anim_field = LineEdit.new()
anim_field.text = action_parameters["animation_name"]
anim_field.connect("text_changed", _on_animation_changed)
add_child(anim_field)
# Loop checkbox
var loop_label = Label.new()
loop_label.text = "Loop:"
add_child(loop_label)
var loop_checkbox = CheckBox.new()
loop_checkbox.button_pressed = action_parameters["loop"]
loop_checkbox.connect("toggled", _on_loop_toggled)
add_child(loop_checkbox)
func _on_character_changed(new_text: String) -> void:
set_parameter("character", new_text)
func _on_animation_changed(new_text: String) -> void:
set_parameter("animation_name", new_text)
func _on_loop_toggled(button_pressed: bool) -> void:
set_parameter("loop", button_pressed)