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

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GDScript3
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tool
extends Area2D
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class_name GameObjectLightbulb
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enum Direction { LEFT, RIGHT, UP, DOWN }
export(Direction) var direction = Direction.DOWN setget set_direction
export var lit = true setget set_lit
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onready var activationRange = $ActivationRange as ActivationRange
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onready var manager = $PowerManager as PowerManager
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static func editor_info():
var editor_icon = AtlasTexture.new()
editor_icon.atlas = preload("res://Graphics/tgstation/light.png")
editor_icon.region = Rect2(32, 0, 32, 32)
return {
"name": "Light fixture",
"scene": load("res://Actors/Objects/Lightbulb/Lightbulb.tscn"),
"icon": editor_icon
}
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func _ready():
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if not Engine.editor_hint:
activationRange.visible = true
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refresh_sprite()
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remotesync func set_direction(dir):
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direction = dir
refresh_sprite()
remotesync func set_lit(val):
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lit = val
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update_light()
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refresh_sprite()
func refresh_sprite():
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var rot = 0
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var lit_offset = 0
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var powered = Engine.editor_hint or (manager != null and manager.powered)
if not lit or not powered:
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lit_offset = 32
match direction:
Direction.DOWN:
$light.region_rect.position = Vector2(32, lit_offset)
rot = 0
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Direction.UP:
$light.region_rect.position = Vector2(0, lit_offset)
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rot = PI
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Direction.LEFT:
$light.region_rect.position = Vector2(96, lit_offset)
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rot = -PI/2
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Direction.RIGHT:
$light.region_rect.position = Vector2(64, lit_offset)
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rot = PI/2
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$Light2D.rotation = rot
$ActivationRange.rotation = rot
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func _input_event(_viewport, event, _shape_idx):
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if Engine.editor_hint:
return
if event is InputEventMouseButton and event.pressed:
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if activationRange.in_range():
rpc("set_lit", !lit)
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func _power_status_changed(_powered: bool) -> void:
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update_light()
refresh_sprite()
func update_light():
$Light2D.enabled = lit and (manager != null and manager.powered)
func serialize():
return {
"direction": direction,
"lit": lit
}
func deserialize(data):
set_direction(data["direction"])
set_lit(data["lit"])