cirnogodot/Scripts/Interactables/Switch3D.cs
2025-06-13 17:46:44 +02:00

46 lines
No EOL
1.5 KiB
C#

using System.Linq;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Interactables;
public partial class Switch3D : Interactable3D
{
[Export] public Node Target { get; set; }
[Export] public Array<Node> Targets { get; private set; } = [];
[Export] public ActivationType ActivationType { get; set; } = ActivationType.Toggle;
[Signal]
public delegate void OnActivatedEventHandler(ActivationType activationType);
private AudioStreamPlayer _activationSound;
private readonly string _activationSoundName = "ActivationSound";
public override void _Ready()
{
_activationSound = GetNodeOrNull<AudioStreamPlayer>(_activationSoundName);
}
public override bool Activate(ActivationType activationType = ActivationType.Toggle)
{
var activationTypeToUse = activationType is ActivationType.Use ? ActivationType : activationType;
if (!MeetsRequirements()) return false;
_activationSound?.Play();
EmitSignal(SignalName.OnActivated, (int)activationTypeToUse);
// Compatibility for old single system
bool success = ActivateTarget(Target, activationTypeToUse);
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;
}
}