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https://gitlab.com/MaddoScientisto/cirnogodot.git
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127 lines
3.9 KiB
C#
127 lines
3.9 KiB
C#
using Cirno.Scripts.Weapons;
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using Godot;
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namespace Cirno.Scripts.Interactables;
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/// <summary>
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/// A Switch3D variant that activates when hit by a Bullet3D.
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/// Supports filtering by bullet owner and an optional cooldown between activations.
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/// </summary>
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[Tool]
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public partial class ShootableSwitch3D : Switch3D
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{
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/// <summary>
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/// Which bullet owner can trigger this switch.
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/// None means both Player and Enemy bullets are accepted.
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/// </summary>
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[Export] public BulletOwner ReactsTo { get; set; } = BulletOwner.None;
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/// <summary>
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/// Minimum time in seconds between consecutive activations. 0 disables the cooldown.
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/// </summary>
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[Export] public float CooldownSeconds { get; set; } = 0f;
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/// <summary>
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/// Enable runtime debug logging for this node. Toggle in the editor to diagnose bullet-trigger behavior.
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/// </summary>
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[Export]
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public bool EnableDebugLogs { get; set; } = false;
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private double _cooldownRemaining = 0.0;
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// Track whether we were on cooldown last frame so we don't spam logs every frame.
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private bool _wasOnCooldown = false;
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public override void _Ready()
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{
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base._Ready();
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Log($"_Ready() called (EditorHint={Engine.IsEditorHint()})");
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// Log the initial ActivationType (name + numeric) to make it obvious what value was deserialized.
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Log($"Initial ActivationType={ActivationType} ({(int)ActivationType})");
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if (Engine.IsEditorHint()) return;
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AreaEntered += OnAreaEntered;
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Log("Subscribed to AreaEntered events");
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}
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public override void _Process(double delta)
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{
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if (_cooldownRemaining > 0.0)
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{
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// Log only when cooldown starts/ends to avoid spamming the console every frame.
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if (!_wasOnCooldown)
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{
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Log($"Cooldown started: {_cooldownRemaining:F2}s");
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_wasOnCooldown = true;
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}
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_cooldownRemaining -= delta;
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if (_cooldownRemaining <= 0.0 && _wasOnCooldown)
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{
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Log("Cooldown ended");
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_wasOnCooldown = false;
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}
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}
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}
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private void OnAreaEntered(Area3D area)
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{
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Log($"AreaEntered event received from: {area?.GetType().Name}");
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if (area is not Bullet3D bullet)
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{
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Log("Area is not a Bullet3D - ignoring");
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return;
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}
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Log($"Bullet detected - Enabled={bullet.Enabled}, Owner={bullet.BulletOwner}");
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if (!bullet.Enabled)
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{
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Log("Bullet is disabled - ignoring");
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return;
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}
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// Filter by owner if a specific owner is configured
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if (ReactsTo is not BulletOwner.None && bullet.BulletOwner != ReactsTo)
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{
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Log($"Bullet owner {bullet.BulletOwner} does not match configured ReactsTo={ReactsTo} - ignoring");
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return;
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}
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if (_cooldownRemaining > 0.0)
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{
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Log($"On cooldown ({_cooldownRemaining:F2}s remaining) - ignoring");
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return;
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}
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Log("Requesting bullet collision destruction");
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bullet.RequestCollisionDestruction();
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// Include the numeric value when logging so it's easy to cross-reference serialized files.
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Log($"Activating switch (ActivationType={ActivationType} ({(int)ActivationType}))");
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Activate(ActivationType);
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if (CooldownSeconds > 0f)
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{
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_cooldownRemaining = CooldownSeconds;
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Log($"Cooldown set to {CooldownSeconds:F2}s");
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}
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}
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/// <summary>
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/// Helper to centralize debug printing and include the node name for easier filtering.
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/// Respects the <see cref="EnableDebugLogs"/> toggle.
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/// </summary>
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/// <param name="message">Message to print when logging is enabled.</param>
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private void Log(string message)
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{
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if (!EnableDebugLogs) return;
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GD.Print($"[ShootableSwitch3D:{Name}] {message}");
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}
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}
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