signpost and stone sign: clean up scripts and lessen code duplication

master
Maikel de Vries 2018-03-04 09:37:20 +01:00
parent 03d0bb49dc
commit 478a4e7f85
5 changed files with 44 additions and 50 deletions

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@ -2,51 +2,32 @@
Stone Sign
Is attached to a wall and has an inscription.
@author Maikel
@author Maikel, Foaly (graphics)
*/
#include EnvPack_Guidepost
local inscription = "";
// Players can read the sign via the interaction bar.
public func IsInteractable() { return inscription != ""; }
// Adapt appearance in the interaction bar.
public func GetInteractionMetaInfo(object clonk)
public func Construction()
{
return { Description = "$MsgRead$", Selected = false };
}
// Called on player interaction.
public func Interact(object clonk)
{
if (!clonk)
return false;
Dialogue->MessageBox(GetTranslatedString(inscription), clonk, this, clonk->GetController(), true);
return true;
}
public func SetInscription(to_text)
{
inscription = to_text ?? "";
return true;
return;
}
// Color for messages.
public func GetColor() { return 0xffb0b0b0; }
public func Definition(def)
public func Definition(proplist def)
{
// Inscription editor props.
if (!def.EditorProps)
def.EditorProps = {};
def.EditorProps.inscription = { Name="$Inscription$", Type="string", EditorHelp="$InscriptionHelp$", Set="SetInscription", Save="Inscription", Translatable=true };
def.MeshTransformation = Trans_Mul(Trans_Translate(-5600, -300), Trans_Rotate(90, 0, 1, 0));
def.PictureTransformation = Trans_Rotate(90, 0, 1, 0);
}
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";
local MeshTransformation = [0, 0, 1000, -5600, 0, 1000, 0, -300, -1000, 0, 0, 0]; // Trans_Mul(Trans_Translate(-5600, -300), Trans_Rotate(90, 0, 1, 0))
local PictureTransformation = [0, 0, 1000, 0, 0, 1000, 0, 0, -1000, 0, 0, 0]; // Trans_Rotate(90, 0, 1, 0)
local Description = "$Description$";

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@ -1,5 +1,4 @@
Name=Steintafel
Description=Behält wichtige Informationen.
MsgRead=Lesen
Inscription=Beschriftung
InscriptionHelp=Text der beim Lesen der Steintafel angezeigt wird.

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@ -1,5 +1,4 @@
Name=Stone Sign
Description=Contains important information.
MsgRead=Read
Inscription=Inscription
InscriptionHelp=Text that can be read by interacting with the stone sign.

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@ -1,12 +1,13 @@
/**
Guidepost
@author Graphics Dustin Neß (dness.de), Script Sven2
*/
local Name="$Name$";
local Description="$Description$";
local inscription = "";
// Players can read the sign via the interaction bar.
public func IsInteractable() { return inscription != ""; }
@ -33,20 +34,30 @@ public func SetInscription(to_text)
// Color for messages
public func GetColor() { return 0xffcf9c1a; }
protected func Construction()
public func Construction()
{
// Pick an angle range that looks good (some angles show it from the side, which looks weird)
var angle;
if (!Random(2)) angle = -80 + Random(105); else angle = 90 + Random(110);
this.MeshTransformation = Trans_Mul(Trans_Rotate(angle,0,10), GetID().MeshTransformation);
if (!Random(2))
angle = -80 + Random(105);
else
angle = 90 + Random(110);
this.MeshTransformation = Trans_Mul(Trans_Rotate(angle, 0, 10), GetID().MeshTransformation);
}
public func Definition(def)
public func Definition(proplist def)
{
// Model file is way too large
// Model file is way too large.
def.MeshTransformation = Trans_Scale(360);
def.PictureTransformation = Trans_Scale(900);
// Inscription props
if (!def.EditorProps) def.EditorProps = {};
def.EditorProps.inscription = { Name="$Inscription$", Type="string", EditorHelp="$InscriptionHelp$", Set="SetInscription", Save="Inscription", Translatable=true };
// Inscription props.
if (!def.EditorProps)
def.EditorProps = {};
def.EditorProps.inscription = { Name = "$Inscription$", Type = "string", EditorHelp = "$InscriptionHelp$", Set = "SetInscription", Save = "Inscription", Translatable = true };
}
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";

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@ -1,25 +1,29 @@
/**
@author Nachtfalter
Guidepost
@author Sven2, Nachtfalter (graphics)
*/
#include EnvPack_Guidepost
local Name="$Name$";
local Description="$Description$";
protected func Construction(...)
public func Construction(...)
{
// Pick an angle range that looks good (some angles show it from the side, which looks weird)
var angle;
if (!Random(2)) angle = -60 + Random(90); else angle = 120 + Random(90);
this.MeshTransformation = Trans_Mul(Trans_Rotate(angle,0,10), GetID().MeshTransformation);
return _inherited(...);
// Pick an angle range that looks good (some angles show it from the side or back, which looks weird).
this.MeshTransformation = Trans_Mul(Trans_Rotate(-60 + Random(90), 0, 10), GetID().MeshTransformation);
return;
}
public func Definition(def)
public func Definition(proplist def)
{
_inherited(def);
// Model file is way too large
// Model file is way too large.
def.MeshTransformation = Trans_Scale(130);
def.PictureTransformation = Trans_Mul(Trans_Translate(-5000, -60000, 150000), Trans_Rotate(-20, 0, 1), Trans_Scale(400));
}
/*-- Properties --*/
local Name = "$Name$";
local Description = "$Description$";