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@@ -10,14 +10,14 @@ export(bool) var use_our_rotation_y = false
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export(bool) var use_our_rotation_z = false
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export(bool) var use_negative_our_rot = false
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export(Vector3) var additional_rotation = Vector3()
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+export (bool) var position_using_additional_bone = false
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+export (String) var additional_bone_name = ""
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+export (float) var additional_bone_length = 1
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export(bool) var debug_messages = false
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var skeleton_to_use
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var first_call = true
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-
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-export (bool) var position_using_additional_bone = false
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-export (String) var additional_bone_name = ""
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-export (float) var additional_bone_length = 1
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+var _editor_indicator = null
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func _ready():
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@@ -131,9 +131,9 @@ func update_skeleton():
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func _setup_for_editor():
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# So we can see the target in the editor, let's create a mesh instance,
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# Add it as our child, and name it
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- var indicator = MeshInstance.new()
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- add_child(indicator)
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- indicator.name = "(EditorOnly) Visual indicator"
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+ _editor_indicator = MeshInstance.new()
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+ add_child(_editor_indicator)
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+ _editor_indicator.name = "(EditorOnly) Visual indicator"
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# We need to make a mesh for the mesh instance.
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# The code below makes a small sphere mesh
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@@ -150,7 +150,7 @@ func _setup_for_editor():
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indicator_material.albedo_texture = preload("editor_gizmo_texture.png")
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indicator_material.albedo_color = Color(1, 0.5, 0, 1)
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indicator_mesh.material = indicator_material
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- indicator.mesh = indicator_mesh
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+ _editor_indicator.mesh = indicator_mesh
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func _set_update(new_value):
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