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odyssey-old/Actors/Objects/Computer/Computer.gd

118 lines
3.2 KiB
GDScript

tool
extends StaticBody2D
class_name GameObjectComputer
enum Direction { LEFT, RIGHT, UP, DOWN }
enum ComputerType { ShipCommand, Comms, Medical, Research, Energy, ShipEngine, Atmos }
export(Direction) var direction = Direction.DOWN setget set_direction
export(ComputerType) var computer_type = ComputerType.ShipCommand setget set_type
var screen_region_offset = Vector2.ZERO
var open = false
onready var activationRange = $ActivationRange as ActivationRange
onready var manager = $PowerManager as PowerManager
func _ready():
if not Engine.editor_hint:
activationRange.visible = true
func set_type(val):
computer_type = val
match computer_type:
ComputerType.ShipCommand:
screen_region_offset = Vector2(0, 0)
ComputerType.Comms:
screen_region_offset = Vector2(0, 32)
ComputerType.Medical:
screen_region_offset = Vector2(0, 64)
ComputerType.Research:
screen_region_offset = Vector2(128, 0)
ComputerType.Energy:
screen_region_offset = Vector2(128, 224)
ComputerType.Atmos:
screen_region_offset = Vector2(128, 192)
ComputerType.ShipEngine:
screen_region_offset = Vector2(0, 256)
refresh_sprite()
func set_direction(dir):
direction = dir
refresh_sprite()
func refresh_sprite():
match direction:
Direction.DOWN:
$computer.region_rect.position = Vector2(0, 0)
$computer/screen.region_rect.position = screen_region_offset + Vector2(0, 0)
$computer/screen/Light2D.rotation = 0
Direction.UP:
$computer.region_rect.position = Vector2(0, 32)
$computer/screen.region_rect.position = screen_region_offset + Vector2(32, 0)
$computer/screen/Light2D.rotation = PI
Direction.LEFT:
$computer.region_rect.position = Vector2(32, 32)
$computer/screen.region_rect.position = screen_region_offset + Vector2(96, 0)
$computer/screen/Light2D.rotation = PI/2
Direction.RIGHT:
$computer.region_rect.position = Vector2(32, 0)
$computer/screen.region_rect.position = screen_region_offset + Vector2(64, 0)
$computer/screen/Light2D.rotation = -PI/2
func manage_controls(show: bool):
match computer_type:
ComputerType.ShipCommand:
$Control/ControlComp.visible = show
func _input(event):
if event is InputEventMouseButton and event.pressed and not is_inside and open:
open = false
$UIAnimation.play("fadeout")
func _input_event(_viewport, event, _shape_idx):
if Engine.editor_hint:
return
if event is InputEventMouseButton and event.pressed and not open:
# Must be in range
if activationRange.in_range() and manager.powered:
open = true
manage_controls(true)
$UIAnimation.play("fadein")
var is_inside = false
func _ui_focus_changed(entered):
is_inside = entered
func _ui_fade_completed(anim_name):
if anim_name == "fadeout":
manage_controls(false)
func _force_close_ui():
if open:
open = false
$UIAnimation.play("fadeout")
match computer_type:
ComputerType.ShipCommand:
$Control/ControlComp.force_close()
func _power_status_changed(powered: bool) -> void:
activationRange.visible = powered
if powered:
$ScreenAnimation.play("on")
else:
$ScreenAnimation.play("off")
func serialize():
return {
"direction": direction,
"computer_type": computer_type
}
func deserialize(data):
set_direction(data["direction"])
set_type(data["computer_type"])