mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-10 02:45:55 +00:00
Tutorial
This commit is contained in:
parent
8c3ed1f7c7
commit
b07a8fe60d
33 changed files with 594 additions and 58 deletions
52
Scripts/Components/AlarmTrigger.cs
Normal file
52
Scripts/Components/AlarmTrigger.cs
Normal file
|
|
@ -0,0 +1,52 @@
|
|||
using Godot;
|
||||
|
||||
namespace Cirno.Scripts.Components;
|
||||
|
||||
public partial class AlarmTrigger : Node2D
|
||||
{
|
||||
private AlarmManager _alarmManager;
|
||||
|
||||
[Export]
|
||||
public AlarmTriggerType TriggerType { get; private set; }
|
||||
|
||||
[Export]
|
||||
public Node2D Target { get; private set; }
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
_alarmManager = this.GetAlarmManager(); //AlarmManager.Instance;
|
||||
if (TriggerType is AlarmTriggerType.OnEnabled)
|
||||
{
|
||||
_alarmManager.AlarmEnabled += AlarmManagerOnAlarmEnabled;
|
||||
}
|
||||
else
|
||||
{
|
||||
_alarmManager.AlarmDisabled += AlarmManagerOnAlarmDisabled;
|
||||
}
|
||||
}
|
||||
|
||||
private void AlarmManagerOnAlarmDisabled()
|
||||
{
|
||||
Activate();
|
||||
}
|
||||
|
||||
private void AlarmManagerOnAlarmEnabled(Vector2 location)
|
||||
{
|
||||
Activate();
|
||||
}
|
||||
|
||||
private void Activate()
|
||||
{
|
||||
if (Target is IActivable activatable)
|
||||
{
|
||||
activatable.Activate();
|
||||
}
|
||||
}
|
||||
|
||||
public enum AlarmTriggerType
|
||||
{
|
||||
OnEnabled,
|
||||
OnDisabled
|
||||
}
|
||||
}
|
||||
|
||||
Loading…
Add table
Add a link
Reference in a new issue