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BlockViewport.gd
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BlockViewport.gd
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extends ViewportContainer
onready var run_button = get_node("../ColorRect/RunButton")
onready var locked = get_node("../ColorRect/Locked")
func move_list():
var list = get_node_or_null("../RootBlockList")
if list != null:
list.get_parent().remove_child(list)
$Viewport/ListRoot.add_child(list)
#list.position = Vector2(0, 0)
#list.scale = Vector2(1, 1)
func _ready():
locked.hide()
call_deferred("move_list")
func _input( event ):
if GS.code_execute_flag:
return
if event is InputEventMouse:
var mouseEvent = event.duplicate()
mouseEvent.position = get_global_transform().xform_inv(event.global_position)
$Viewport.unhandled_input(mouseEvent)
else:
$Viewport.unhandled_input(event)
func _on_Button_pressed():
if not GS.code_execute_flag:
GS.code_execute_flag = true
func _physics_process(delta):
var run_button_alpha = 1.0
if GS.code_execute_flag:
run_button_alpha = 0.0
run_button.modulate.a += (run_button_alpha - run_button.modulate.a) * 0.2
locked.modulate.a = 1.0 - run_button.modulate.a
run_button.visible = run_button.modulate.a > 0.01
locked.visible = locked.modulate.a > 0.01