extends Control ## 画脸面板:把 FaceRig 的笔画层显示出来,并把鼠标坐标换算成画布坐标喂给画笔。 ## ## 面板自己不画任何东西 —— 笔画直接落在 FaceRig 的画笔上,所以关掉面板后角色脸上立刻就是刚画的。 ## 打开时拍一张快照,点「取消」还原;点「完成」才写进存档。 signal finished signal cancelled ## 画布在屏幕上的显示边长。真实画布是 rig.canvas_size 见方,坐标按比例换算 const VIEW_SIZE := 420 @onready var _canvas_rect: TextureRect = %StrokeRect @onready var _preset_rect: TextureRect = %PresetRect @onready var _color_button: ColorPickerButton = %ColorButton @onready var _width_slider: HSlider = %WidthSlider @onready var _width_label: Label = %WidthLabel @onready var _eraser_toggle: CheckButton = %EraserToggle var _rig: FaceRig ## 打开面板时的笔画层快照,取消时还原 var _snapshot: PackedByteArray ## 打开面板时用的是哪张预设,取消时一并还原(「自己画」会把底图换成空白) var _preset_before: String = "" ## 左键是不是按着 —— 拖拽判定用这个,不看 motion 事件里的 button_mask var _drawing := false func _ready() -> void: visible = false _canvas_rect.custom_minimum_size = Vector2(VIEW_SIZE, VIEW_SIZE) _canvas_rect.gui_input.connect(_on_canvas_input) _color_button.color_changed.connect(_on_color_changed) _width_slider.value_changed.connect(_on_width_changed) _eraser_toggle.toggled.connect(_on_eraser_toggled) %ClearButton.pressed.connect(_on_clear) %DoneButton.pressed.connect(_on_done) %CancelButton.pressed.connect(_on_cancel) _on_width_changed(_width_slider.value) # ---------------- 对外接口 ---------------- ## 打开面板并绑定到某个 FaceRig。 ## blank_face 传了就从这张空白脸起手(「自己画」用)—— 快照仍然记的是改动之前的状态, ## 所以点「取消」能把底图和笔画一起还原。 func open(rig: FaceRig, blank_face: Texture2D = null) -> void: if rig == null or rig.painter == null: push_warning("画脸面板没拿到可用的 FaceRig") return _rig = rig _snapshot = rig.painter.snapshot() _preset_before = rig.preset_path if blank_face != null: rig.set_preset(blank_face, blank_face.resource_path) rig.clear_paint() _canvas_rect.texture = rig.painter.texture # 画布只显示笔画层,底下得把底图一起摆出来 —— 不然玩家是在对着空气画 _preset_rect.texture = rig.material.get_shader_parameter("base_tex") as Texture2D rig.painter.brush_color = _color_button.color rig.painter.brush_width = _width_slider.value rig.painter.erasing = _eraser_toggle.button_pressed visible = true # ---------------- 画布输入 ---------------- ## 屏幕坐标 → 画布坐标。显示尺寸和画布尺寸不一致时按比例缩 func _canvas_pos(event: InputEventMouse) -> Vector2: var scale := float(_rig.painter.canvas_size) / maxf(1.0, _canvas_rect.size.x) return event.position * scale func _on_canvas_input(event: InputEvent) -> void: if _rig == null: return if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT: # 自己记「按没按下」,不靠 motion 事件里的 button_mask —— 那个字段不总是可靠 _drawing = event.pressed if event.pressed: _rig.painter.begin_stroke(_canvas_pos(event)) else: _rig.painter.end_stroke() elif event is InputEventMouseMotion and _drawing: _rig.painter.extend_stroke(_canvas_pos(event)) # ---------------- 工具条 ---------------- func _on_color_changed(c: Color) -> void: if _rig != null: _rig.painter.brush_color = c # 选了颜色就顺手退出橡皮 —— 不然「我选了红色怎么还是擦」 _eraser_toggle.set_pressed_no_signal(false) if _rig != null: _rig.painter.erasing = false func _on_width_changed(w: float) -> void: if _rig != null: _rig.painter.brush_width = w _width_label.text = "%d px" % int(w) func _on_eraser_toggled(on: bool) -> void: if _rig != null: _rig.painter.erasing = on func _on_clear() -> void: if _rig != null: _rig.painter.clear() func _on_done() -> void: if _rig != null: _rig.save() visible = false finished.emit() func _on_cancel() -> void: if _rig != null: if _snapshot.size() > 0: _rig.painter.restore(_snapshot) # 底图也要还原 —— 「自己画」把它换成空白了,只还原笔画会留下一张白脸 if not _preset_before.is_empty() and ResourceLoader.exists(_preset_before): _rig.set_preset(load(_preset_before), _preset_before) visible = false cancelled.emit()