cirnogodot/Scripts/Interactables/Switch3D.cs

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using System;
using System.Linq;
using Cirno.Scripts.Utils;
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using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Interactables;
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[Tool]
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public partial class Switch3D : Interactable3D
{
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[Export] public string TargetGroup { get; private set; }
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[Export] public Node Target { get; set; }
[Export] public Array<Node> Targets { get; private set; } = [];
[Export] public ActivationType ActivationType { get; set; } = ActivationType.Toggle;
[Signal]
public delegate void OnActivatedEventHandler(ActivationType activationType);
private AudioStreamPlayer _activationSound;
private readonly string _activationSoundName = "ActivationSound";
public override void _Ready()
{
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if (Engine.IsEditorHint()) return;
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_activationSound = GetNodeOrNull<AudioStreamPlayer>(_activationSoundName);
}
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public void _func_godot_apply_properties(Dictionary<string, string> props)
{
TargetGroup = props["target"];
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if (props.TryGetValue("key", out var prop))
{
RequirementKeys = [prop];
}
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if (props.TryGetValue("activationtype", out var type))
{
var t = Enum.TryParse(type, true, out ActivationType activationType);
if (t)
{
ActivationType = activationType;
}
}
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//TargetFunc = props["targetfunc"];
//TargetName = props["targetname"];
}
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public override bool Activate(ActivationType activationType = ActivationType.Toggle)
{
var activationTypeToUse = activationType is ActivationType.Use ? ActivationType : activationType;
if (!MeetsRequirements()) return false;
_activationSound?.Play();
EmitSignal(SignalName.OnActivated, (int)activationTypeToUse);
// Compatibility for old single system
bool success = ActivateTarget(Target, activationTypeToUse);
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if (!string.IsNullOrWhiteSpace(TargetGroup))
{
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ActivationHelper.UseTargets(this, TargetGroup, activationType);
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}
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return Targets.Aggregate(success, (current, target) => ActivateTarget(target, activationTypeToUse) | success);
}
private bool ActivateTarget(Node target, ActivationType activationType = ActivationType.Toggle)
{
if (target is not IActivable activable) return false;
activable?.Activate(activationType);
return true;
}
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// private void UseTargets(Node activator, string target)
// {
// GD.Print($"Trying to use targets called: {target}");
// var targetList = activator.GetTree().GetNodesInGroup(target);
// foreach (var t in targetList)
// {
// //string f;
// GD.Print($"Trying to use {t.Name}");
// if (t is IActivable activable)
// {
// GD.Print($"Activating {t.Name}");
// activable.Toggle();
// }
// }
// }
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}