cirnogodot/Scripts/Actors/3D/AlarmTrigger3D.cs
2025-06-28 13:59:12 +02:00

115 lines
No EOL
3.2 KiB
C#

using System;
using System.Linq;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Actors._3D;
[Tool]
public partial class AlarmTrigger3D : Node3D
{
[Export] public string TargetGroup { get; private set; }
[Export] public Node Target { get; set; }
[Export] public Array<Node> Targets { get; private set; } = [];
[Export] public ActivationType ActivationType { get; set; } = ActivationType.Toggle;
[Export] public bool ActivateOnEnable { get; set; }
[Export] public bool ActivateOnDisable { get; set; }
public void _func_godot_apply_properties(Dictionary<string, string> props)
{
TargetGroup = props["target"];
if (props.TryGetValue("activationtype", out var type))
{
var t = Enum.TryParse(type, true, out ActivationType activationType);
if (t)
{
ActivationType = activationType;
}
}
if (bool.TryParse(props["activateonenable"], out bool activateOnEnable))
{
ActivateOnEnable = activateOnEnable;
}
if (bool.TryParse(props["activateondisable"], out bool activateOnDisable))
{
ActivateOnDisable = activateOnDisable;
}
// TODO: Oneshot
}
public override void _Ready()
{
if (Engine.IsEditorHint()) return;
if (AlarmManager.Instance is null)
{
return;
}
if (ActivateOnEnable)
{
AlarmManager.Instance.AlarmEnabled3D += AlarmEnabled;
}
if (ActivateOnDisable)
{
AlarmManager.Instance.AlarmDisabled += AlarmDisabled;
}
}
private void AlarmDisabled()
{
if (!ActivateOnDisable) return;
Activate(ActivationType);
}
private void AlarmEnabled(Vector3 location)
{
if (!ActivateOnEnable) return;
Activate(ActivationType);
}
public bool Activate(ActivationType activationType = ActivationType.Toggle)
{
var activationTypeToUse = activationType is ActivationType.Use ? ActivationType : activationType;
// Compatibility for old single system
bool success = ActivateTarget(Target, activationTypeToUse);
if (!string.IsNullOrWhiteSpace(TargetGroup))
{
UseTargets(this, TargetGroup);
}
return Targets.Aggregate(success, (current, target) => ActivateTarget(target, activationTypeToUse) | success);
}
private bool ActivateTarget(Node target, ActivationType activationType = ActivationType.Toggle)
{
if (target is not IActivable activable) return false;
activable?.Activate(activationType);
return true;
}
private void UseTargets(Node activator, string target)
{
GD.Print($"Trying to use targets called: {target}");
var targetList = GetTree().GetNodesInGroup(target);
foreach (var t in targetList)
{
//string f;
GD.Print($"Trying to use {t.Name}");
if (t is IActivable activable)
{
GD.Print($"Activating {t.Name}");
activable.Activate(ActivationType);
}
}
}
}