cirnogodot/Scripts/Actors/3D/Door3D.cs
2025-07-09 09:20:48 +02:00

186 lines
No EOL
4.6 KiB
C#

using System;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Actors._3D;
[Tool]
public partial class Door3D : AnimatableBody3D, IActivable
{
[Export] public string GroupName { get; set; }
[Export] public DoorState State { get; set; } = DoorState.Closed;
[Signal]
public delegate void OpeningEventHandler();
[Signal]
public delegate void ClosingEventHandler();
[Signal]
public delegate void SetClosedEventHandler();
[Signal]
public delegate void SetOpenEventHandler();
// [Export] public AnimationPlayer AnimationPlayer { get; set; }
//
// [Export] public string OpenAnimationName { get; set; } = "Open";
//
// [Export] public string CloseAnimationName { get; set; } = "Close";
//
// [Export] public string OpenedAnimationName { get; set; } = "Opened";
//
// [Export] public string ClosedAnimationName { get; set; } = "Closed";
private bool _isAnimating = false;
private bool _isPlayerIncollider = false;
private CollisionShape3D _collisionShape;
public override void _Ready()
{
if (Engine.IsEditorHint()) return;
if (!string.IsNullOrWhiteSpace(GroupName))
{
this.AddToGroup(GroupName);
}
_collisionShape = GetNode<CollisionShape3D>("CollisionShape3D");
SyncAnimation();
// AnimationPlayer.AnimationFinished += AnimationPlayerOnAnimationFinished;
}
private void SyncAnimation()
{
if (State is DoorState.Closed)
{
EmitSignalSetClosed();
//AnimationPlayer.Play(ClosedAnimationName);
}
else
{
EmitSignalSetOpen();
//AnimationPlayer.Play(OpenedAnimationName);
}
}
public void ClosedAnimationFinished()
{
State = DoorState.Closed;
CallDeferred(MethodName.ToggleCollisionDeferred, true);
_isAnimating = false;
}
public void OpenAnimationFinished()
{
State = DoorState.Open;
CallDeferred(MethodName.ToggleCollisionDeferred, false);
_isAnimating = false;
}
public void _func_godot_apply_properties(Dictionary props)
{
GroupName = (string)props["targetname"];
}
public bool Activate(ActivationType activationType = ActivationType.Toggle)
{
if (_isAnimating) return false;
switch (activationType)
{
case ActivationType.Toggle:
case ActivationType.Use:
if (State is DoorState.Open && _isPlayerIncollider)
{
return false;
}
Toggle();
break;
case ActivationType.Enable:
case ActivationType.Close:
if (State is DoorState.Open && _isPlayerIncollider)
{
return false;
}
ChangeState(DoorState.Closed);
break;
case ActivationType.Disable:
case ActivationType.Open:
ChangeState(DoorState.Open);
break;
case ActivationType.Destroy:
break;
default:
throw new ArgumentOutOfRangeException(nameof(activationType), activationType, null);
}
return true;
}
private void ChangeState(DoorState newState)
{
if (_isAnimating) return;
if (State == newState) return;
switch (newState)
{
case DoorState.Open:
EmitSignalOpening();
break;
case DoorState.Closed:
EmitSignalClosing();
break;
}
//State = newState;
_isAnimating = true;
}
private void ToggleCollisionDeferred(bool toggle)
{
_collisionShape.Disabled = !toggle;
}
public void Toggle()
{
if (_isAnimating) return;
ChangeState(State is DoorState.Open ? DoorState.Closed : DoorState.Open);
}
public void OnPlayerDetected(Node3D body)
{
_isPlayerIncollider = true;
// if (!_isAnimating) return;
// if (State is DoorState.Open) // It means it's closing
// {
// AnimationPlayer.SetSpeedScale(-1);
// }
}
public void OnPlayerUndetected(Node3D body)
{
_isPlayerIncollider = false;
}
// private bool IsPlayerInArea()
// {
// var spaceState = GetWorld3D().DirectSpaceState;
//
// var query = new PhysicsShapeQueryParameters3D()
// {
// CollideWithBodies = true,
//
// }
//
//
// //query.CollideWithBodies = true;
// }
}