@tool class_name ChainTransferBase extends Node3D ## When true, the chain base is raised to the active (popup) position. @export var active: bool = false: set(value): if value == active: return active = value _set_vertical_position(_active_pos if active else _inactive_pos) var running: bool = false var _inactive_pos: float = 0.0 var _active_pos: float = 0.095 var _sb_active_position: Vector3 = Vector3.ZERO var _sb_inactive_position: Vector3 = Vector3.ZERO var _chain_base_length: float = 2.0 var _chain_scale: int = 32 var _chain_end_scale: int = 6 var _chain_material: ShaderMaterial var _chain_end_l_material: ShaderMaterial var _chain_end_r_material: ShaderMaterial var _chain_position: float = 0.0 var _chain_end_position: float = 0.0 var _collision_shape: BoxShape3D var _prev_owner_scale_x: float = NAN @onready var _container_body: StaticBody3D = get_node("ContainerBody") @onready var _chain_base: Node3D = get_node("Base") @onready var _container: Node3D = get_node("Container") @onready var _chain: Node3D = get_node("Chain") @onready var _sb: StaticBody3D = get_node("Chain/StaticBody3D") func _ready() -> void: _chain_material = _init_material("Chain") _chain_end_l_material = _init_material("Chain/ChainL") _chain_end_r_material = _init_material("Chain/ChainR") _chain_position = 0.0 _chain_end_position = 0.0 _set_all_chain_positions(0.0, 0.0) var collision_shape_node := _sb.get_node("CollisionShape3D") as CollisionShape3D if collision_shape_node and collision_shape_node.shape: collision_shape_node.shape = collision_shape_node.shape.duplicate() as BoxShape3D _collision_shape = collision_shape_node.shape owner = get_parent().get_parent() if owner: if _chain_material: _chain_material.set_shader_parameter("Scale", owner.scale.x * _chain_scale) if _collision_shape: _collision_shape.size.x = _chain_base_length * owner.scale.x _scale_children(_chain_base) _scale_children(_container) _scale_children(_chain) _set_vertical_position(_active_pos if active else _inactive_pos) func _physics_process(delta: float) -> void: if running: var local_left := _sb.global_transform.basis.x.normalized() _sb.constant_linear_velocity = local_left * owner.speed _sb.position = _sb_active_position _sb.rotation = Vector3.ZERO if _chain_material and owner: var chain_meters: float = owner.scale.x * _chain_base_length var chain_links_per_meter: float = round(owner.scale.x * _chain_scale) / chain_meters if not EditorInterface.is_simulation_paused(): _chain_position += owner.speed / chain_meters * delta _chain_position = fmod((fmod(_chain_position, 1) + 1.0), 1) _chain_end_position += owner.speed * chain_links_per_meter / _chain_end_scale * delta _chain_end_position = fmod((fmod(_chain_end_position, 1) + 1.0), 1) _set_all_chain_positions(_chain_position, _chain_end_position) if owner and owner.scale.x != _prev_owner_scale_x: _prev_owner_scale_x = owner.scale.x if _chain_material: _chain_material.set_shader_parameter("Scale", owner.scale.x * _chain_scale) if _collision_shape: _collision_shape.size.x = _chain_base_length * owner.scale.x _scale_children(_chain_base) _scale_children(_container) _scale_children(_chain) func turn_on() -> void: running = true func turn_off() -> void: running = false _chain_position = 0.0 _chain_end_position = 0.0 _set_all_chain_positions(0.0, 0.0) _sb.position = _sb_inactive_position _sb.rotation = Vector3.ZERO _sb.constant_linear_velocity = Vector3.ZERO func _init_material(path: String) -> ShaderMaterial: var m := get_node(path) as MeshInstance3D var mat := m.mesh.surface_get_material(0).duplicate() as ShaderMaterial m.set_surface_override_material(0, mat) return mat func _set_chain_position(mat: ShaderMaterial, pos: float) -> void: if mat: mat.set_shader_parameter("ChainPosition", pos) func _set_all_chain_positions(chain_pos: float, chain_end_pos: float) -> void: _set_chain_position(_chain_material, chain_pos) _set_chain_position(_chain_end_l_material, chain_end_pos) _set_chain_position(_chain_end_r_material, chain_end_pos) func _scale_children(nodes_container: Node3D) -> void: if owner == null: return for child in nodes_container.get_children(): if child is Node3D: child.scale = Vector3(1 / owner.scale.x, 1, 1) func _set_vertical_position(target_y: float) -> void: if not is_node_ready(): return if is_inside_tree(): var tween := create_tween().set_parallel() for node: Node3D in [_container_body, _container, _chain]: tween.tween_property(node, "position", Vector3(node.position.x, target_y, node.position.z), 0.15) else: for node: Node3D in [_container_body, _container, _chain]: node.position = Vector3(node.position.x, target_y, node.position.z)