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Door Animation Module
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parent
f7334c056b
commit
af44d96c33
24 changed files with 438 additions and 50 deletions
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@ -9,25 +9,35 @@ public partial class Door3D : AnimatableBody3D, IActivable
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{
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[Export] public string GroupName { get; set; }
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[Export] public DoorState State { get; set; } = DoorState.Closed;
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[Signal] public delegate void OpeningEventHandler();
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[Signal] public delegate void ClosingEventHandler();
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[Export] public AnimationPlayer AnimationPlayer { get; set; }
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[Export] public string OpenAnimationName { get; set; } = "Open";
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[Export] public string CloseAnimationName { get; set; } = "Close";
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[Export] public string OpenedAnimationName { get; set; } = "Opened";
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[Export] public string ClosedAnimationName { get; set; } = "Closed";
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[Signal]
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public delegate void OpeningEventHandler();
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[Signal]
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public delegate void ClosingEventHandler();
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[Signal]
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public delegate void SetClosedEventHandler();
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[Signal]
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public delegate void SetOpenEventHandler();
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// [Export] public AnimationPlayer AnimationPlayer { get; set; }
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//
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// [Export] public string OpenAnimationName { get; set; } = "Open";
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//
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// [Export] public string CloseAnimationName { get; set; } = "Close";
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//
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// [Export] public string OpenedAnimationName { get; set; } = "Opened";
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//
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// [Export] public string ClosedAnimationName { get; set; } = "Closed";
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private bool _isAnimating = false;
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private bool _isPlayerIncollider = false;
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private CollisionShape3D _collisionShape;
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public override void _Ready()
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{
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if (Engine.IsEditorHint()) return;
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@ -36,42 +46,39 @@ public partial class Door3D : AnimatableBody3D, IActivable
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{
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this.AddToGroup(GroupName);
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}
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_collisionShape = GetNode<CollisionShape3D>("CollisionShape3D");
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SyncAnimation();
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AnimationPlayer.AnimationFinished += AnimationPlayerOnAnimationFinished;
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// AnimationPlayer.AnimationFinished += AnimationPlayerOnAnimationFinished;
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}
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private void SyncAnimation()
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{
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if (State is DoorState.Closed)
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{
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AnimationPlayer.Play(ClosedAnimationName);
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EmitSignalSetClosed();
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//AnimationPlayer.Play(ClosedAnimationName);
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}
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else
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{
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AnimationPlayer.Play(OpenedAnimationName);
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EmitSignalSetOpen();
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//AnimationPlayer.Play(OpenedAnimationName);
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}
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}
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private void AnimationPlayerOnAnimationFinished(StringName animName)
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public void ClosedAnimationFinished()
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{
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if (Engine.IsEditorHint()) return;
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GD.Print($"Animation finished {animName}");
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if ((animName == OpenAnimationName || animName == OpenedAnimationName))
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{
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State = DoorState.Open;
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CallDeferred(MethodName.ToggleCollisionDeferred, false);
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}
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else if (animName == CloseAnimationName || animName == ClosedAnimationName)
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{
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State = DoorState.Closed;
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CallDeferred(MethodName.ToggleCollisionDeferred, true);
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}
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State = DoorState.Closed;
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CallDeferred(MethodName.ToggleCollisionDeferred, true);
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_isAnimating = false;
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}
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public void OpenAnimationFinished()
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{
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State = DoorState.Open;
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CallDeferred(MethodName.ToggleCollisionDeferred, false);
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_isAnimating = false;
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}
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@ -91,6 +98,7 @@ public partial class Door3D : AnimatableBody3D, IActivable
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{
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return false;
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}
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Toggle();
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break;
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case ActivationType.Enable:
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@ -99,6 +107,7 @@ public partial class Door3D : AnimatableBody3D, IActivable
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{
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return false;
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}
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ChangeState(DoorState.Closed);
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break;
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case ActivationType.Disable:
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@ -123,19 +132,15 @@ public partial class Door3D : AnimatableBody3D, IActivable
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switch (newState)
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{
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case DoorState.Open:
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AnimationPlayer.Play(OpenAnimationName);
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AnimationPlayer.SetSpeedScale(1);
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//CallDeferred(MethodName.ToggleCollisionDeferred, false);
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EmitSignalOpening();
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break;
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case DoorState.Closed:
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AnimationPlayer.Play(CloseAnimationName);
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AnimationPlayer.SetSpeedScale(1);
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//CallDeferred(MethodName.ToggleCollisionDeferred, true);
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EmitSignalClosing();
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break;
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}
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//State = newState;
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_isAnimating = true;
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}
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@ -147,7 +152,7 @@ public partial class Door3D : AnimatableBody3D, IActivable
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public void Toggle()
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{
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if (_isAnimating) return;
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ChangeState(State is DoorState.Open ? DoorState.Closed : DoorState.Open);
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ChangeState(State is DoorState.Open ? DoorState.Closed : DoorState.Open);
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}
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public void OnPlayerDetected(Node3D body)
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62
Scripts/Actors/3D/OpenCloseActorAnimationManager3D.cs
Normal file
62
Scripts/Actors/3D/OpenCloseActorAnimationManager3D.cs
Normal file
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@ -0,0 +1,62 @@
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using Godot;
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namespace Cirno.Scripts.Actors._3D;
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public partial class OpenCloseActorAnimationManager3D : Node
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{
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[Export] public AnimationPlayer AnimationPlayer { get; set; }
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[Export] public StringName OpeningAnimationName { get; set; } = "Opening";
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[Export] public StringName ClosingAnimationName { get; set; } = "Closing";
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[Export] public StringName OpenAnimationName { get; set; } = "Open";
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[Export] public StringName ClosedAnimationName { get; set; } = "Closed";
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private bool _isAnimating = false;
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[Signal]
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public delegate void ClosedAnimationCompletedEventHandler();
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[Signal]
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public delegate void OpenAnimationCompletedEventHandler();
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public override void _Ready()
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{
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AnimationPlayer.AnimationFinished += AnimationPlayerOnAnimationFinished;
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}
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private void AnimationPlayerOnAnimationFinished(StringName animName)
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{
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if (animName == OpenAnimationName || animName == OpeningAnimationName)
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{
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EmitSignalOpenAnimationCompleted();
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}
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else if (animName == ClosedAnimationName || animName == ClosingAnimationName)
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{
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EmitSignalClosedAnimationCompleted();
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}
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}
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public void PlayOpening()
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{
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AnimationPlayer.Play(OpeningAnimationName);
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AnimationPlayer.SetSpeedScale(1);
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}
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public void PlayClosing()
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{
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AnimationPlayer.Play(ClosingAnimationName);
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AnimationPlayer.SetSpeedScale(1);
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}
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public void SkipToOpen()
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{
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AnimationPlayer.Play(OpenAnimationName);
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}
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public void SkipToClose()
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{
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AnimationPlayer.Play(ClosedAnimationName);
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}
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}
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@ -0,0 +1 @@
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uid://c077xadpua5iy
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