31 lines
955 B
GDScript
31 lines
955 B
GDScript
extends CanvasLayer
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# This is just a proof of concept, feel free to remove.
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# This should be triggered by some central damage taking system
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onready var OnFootPhysics = get_node("../OnFootPhysics")
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var will_fall_hard = false
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var in_water: int = 0
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func _ready():
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$HurtScreen.modulate.a = 0.0
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var _ignore = GlobalEventBus.connect("player_entered_meat_sink", self, "enter_water")
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_ignore = GlobalEventBus.connect("player_exited_meat_sink", self, "exit_water")
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func enter_water():
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in_water += 1
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func exit_water():
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in_water -= 1
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func _process(delta):
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if OnFootPhysics.is_falling_velocity_terminal():
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will_fall_hard = true
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if will_fall_hard and OnFootPhysics.is_on_floor():
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will_fall_hard = false
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$HurtScreen/HurtScreenOpacityAnimation.play("opacity")
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if in_water:
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$WaterScreen.color.a = Util.clamped_lerp($WaterScreen.color.a, 0.55, delta, 0.05)
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else:
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$WaterScreen.color.a = Util.clamped_lerp($WaterScreen.color.a, 0.0, delta*5, 0.05)
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