2020-07-07 00:47:29 +00:00
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tool
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extends Area2D
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2020-07-07 11:01:12 +00:00
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class_name GameObjectLightbulb
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2020-07-07 00:47:29 +00:00
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enum Direction { LEFT, RIGHT, UP, DOWN }
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export(Direction) var direction = Direction.DOWN setget set_direction
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export var lit = true setget set_lit
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2020-07-07 07:40:20 +00:00
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onready var activationRange = $ActivationRange as ActivationRange
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2020-07-10 00:09:54 +00:00
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onready var manager = $PowerManager as PowerManager
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2020-07-07 07:40:20 +00:00
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2020-07-07 00:47:29 +00:00
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func _ready():
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2020-07-07 08:38:32 +00:00
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if not Engine.editor_hint:
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activationRange.visible = true
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2020-07-10 00:09:54 +00:00
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refresh_sprite()
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2020-07-07 00:47:29 +00:00
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func set_direction(dir):
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direction = dir
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refresh_sprite()
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func set_lit(val):
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lit = val
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2020-07-10 00:09:54 +00:00
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update_light()
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2020-07-07 00:47:29 +00:00
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refresh_sprite()
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func refresh_sprite():
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2020-07-07 07:40:20 +00:00
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var rot = 0
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2020-07-07 00:47:29 +00:00
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var lit_offset = 0
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2020-07-10 00:09:54 +00:00
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if not lit or not (manager != null and manager.powered):
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2020-07-07 00:47:29 +00:00
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lit_offset = 32
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match direction:
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Direction.DOWN:
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$light.region_rect.position = Vector2(32, lit_offset)
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2020-07-07 07:40:20 +00:00
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rot =0
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2020-07-07 00:47:29 +00:00
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Direction.UP:
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$light.region_rect.position = Vector2(0, lit_offset)
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2020-07-07 07:40:20 +00:00
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rot = PI
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2020-07-07 00:47:29 +00:00
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Direction.LEFT:
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$light.region_rect.position = Vector2(96, lit_offset)
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2020-07-07 12:20:04 +00:00
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rot = -PI/2
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2020-07-07 00:47:29 +00:00
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Direction.RIGHT:
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$light.region_rect.position = Vector2(64, lit_offset)
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2020-07-07 12:20:04 +00:00
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rot = PI/2
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2020-07-07 07:40:20 +00:00
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$Light2D.rotation = rot
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$ActivationRange.rotation = rot
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2020-07-07 00:47:29 +00:00
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2020-07-07 16:08:56 +00:00
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func _input_event(_viewport, event, _shape_idx):
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2020-07-07 00:47:29 +00:00
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if Engine.editor_hint:
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return
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if event is InputEventMouseButton and event.pressed:
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2020-07-07 07:40:20 +00:00
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if activationRange.in_range():
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set_lit(!lit)
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2020-07-10 00:09:54 +00:00
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func _power_status_changed(powered: bool) -> void:
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update_light()
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refresh_sprite()
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func update_light():
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$Light2D.enabled = lit and (manager != null and manager.powered)
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