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3D Switches
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003dde1b7f
commit
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20 changed files with 267 additions and 14 deletions
46
Scripts/Interactables/Switch3D.cs
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46
Scripts/Interactables/Switch3D.cs
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using System.Linq;
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using Godot;
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using Godot.Collections;
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namespace Cirno.Scripts.Interactables;
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public partial class Switch3D : Interactable3D
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{
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[Export] public Node Target { get; set; }
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[Export] public Array<Node> Targets { get; private set; } = [];
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[Export] public ActivationType ActivationType { get; set; } = ActivationType.Toggle;
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[Signal]
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public delegate void OnActivatedEventHandler(ActivationType activationType);
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private AudioStreamPlayer _activationSound;
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private readonly string _activationSoundName = "ActivationSound";
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public override void _Ready()
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{
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_activationSound = GetNodeOrNull<AudioStreamPlayer>(_activationSoundName);
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}
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public override bool Activate(ActivationType activationType = ActivationType.Toggle)
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{
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var activationTypeToUse = activationType is ActivationType.Use ? ActivationType : activationType;
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if (!MeetsRequirements()) return false;
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_activationSound?.Play();
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EmitSignal(SignalName.OnActivated, (int)activationTypeToUse);
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// Compatibility for old single system
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bool success = ActivateTarget(Target, activationTypeToUse);
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return Targets.Aggregate(success, (current, target) => ActivateTarget(target, activationTypeToUse) | success);
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}
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private bool ActivateTarget(Node target, ActivationType activationType = ActivationType.Toggle)
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{
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if (target is not IActivable activable) return false;
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activable?.Activate(activationType);
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return true;
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}
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}
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