cirnogodot/Scripts/Resources/Events/ActivateEvent.cs

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using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Resources.Events;
[GlobalClass]
public partial class ActivateEvent : EventResource
{
[Export] public ActivationType ActivationType = ActivationType.Toggle;
[Export] public Array<NodePath> Targets;
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private Node _parent;
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private bool _isComplete = false;
protected void ActivateTargets()
{
foreach (var activationTarget in Targets)
{
ActivateTarget(_parent.GetNode<Node2D>(activationTarget));
}
}
private bool ActivateTarget(Node2D activationTarget)
{
if (activationTarget is not IActivable target)
{
GD.PrintErr($"Target {activationTarget.Name} is not activable");
return false;
}
target?.Activate(ActivationType);
GD.Print($"{activationTarget.Name} activated");
return true;
}
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public override void Init(Node parent)
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{
_parent = parent;
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}
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public override void Start(Node parent)
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{
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ActivateTargets();
_isComplete = true;
}
public override void UpdateEvent(double delta)
{
}
public override bool IsComplete()
{
return _isComplete;
}
}