cirnogodot/Scripts/Components/Actors/ForceFieldSpriteComponent.cs

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2025-03-03 17:55:53 +01:00
using System.Threading.Tasks;
using Godot;
namespace Cirno.Scripts.Components.Actors;
public partial class ForceFieldSpriteComponent : DoorSpriteComponent
{
[Export]
public Material TurnOffMaterial { get; private set; }
[Export]
public Material ActiveMaterial { get; private set; }
protected override void DoorOpened()
{
base.DoorOpened();
if (TurnOffMaterial is null) return;
this.Material = TurnOffMaterial;
_ = AnimateShutdownAsync();
}
protected override void DoorClosed()
{
base.DoorClosed();
if (ActiveMaterial is null) return;
this.Material = ActiveMaterial;
}
protected async Task AnimateShutdownAsync()
{
Tween tween = GetTree().CreateTween();
tween.TweenMethod(Callable.From((float value) => SetShaderScanlineDensity(value)), 0f, 50f, 0.5);
tween.Parallel().TweenMethod(Callable.From((float value) => SetShaderTeleportProgress(value)), 0f, 1f, 0.5);
await ToSignal(tween, "finished");
}
private void SetShaderTeleportProgress(float value)
{
((ShaderMaterial)this.Material).SetShaderParameter("teleport_progress", value);
}
private void SetShaderScanlineDensity(float value)
{
((ShaderMaterial)this.Material).SetShaderParameter("scanline_density", value);
}
}