cirnogodot/Scripts/Resources/Events/AlarmEnableEvent.cs

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using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Resources.Events;
[GlobalClass]
public partial class AlarmEnableEvent : EventResource
{
private bool _isComplete = false;
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public override bool IsComplete()
{
return _isComplete;
}
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public override void Init(Node parent)
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{
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}
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public override void Start(Node parent)
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{
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if (AlarmManager.Instance is null)
{
_isComplete = true;
return;
}
switch (parent)
{
case Node2D node2D:
AlarmManager.Instance.SoundAlarm(node2D.GlobalPosition);
break;
case Node3D node3D:
AlarmManager.Instance.SoundAlarm(node3D.GlobalPosition);
break;
}
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_isComplete = true;
}
public override void UpdateEvent(double delta)
{
}
}