using Godot; using Godot.Collections; namespace Cirno.Scripts.Resources.Events; [GlobalClass] public partial class AlarmEnableEvent : EventResource { private bool _isComplete = false; public override bool IsComplete() { return _isComplete; } public override void Init(Node parent) { } public override void Start(Node parent) { if (AlarmManager.Instance is null) { _isComplete = true; return; } switch (parent) { case Node2D node2D: AlarmManager.Instance.SoundAlarm(node2D.GlobalPosition); break; case Node3D node3D: AlarmManager.Instance.SoundAlarm(node3D.GlobalPosition); break; } _isComplete = true; } public override void UpdateEvent(double delta) { } }