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

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tool
extends Area2D
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class_name ElectricSocket
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enum Direction { LEFT, RIGHT, UP, DOWN }
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enum Flow { SOURCE, SINK, BIDIRECTIONAL }
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export(Direction) var direction := Direction.DOWN setget set_direction
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export(Array, NodePath) var connectionPaths := []
var connections := []
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export(Color) var source_color
export(Color) var sink_color
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export(Color) var bidirectional_color
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export(Flow) var flow = Flow.SINK setget set_flow
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onready var socket = $socket
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var network = null
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func _ready() -> void:
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socket.material = socket.material.duplicate()
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refresh_sprite()
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if Engine.editor_hint:
return
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for connection in connectionPaths:
add_connection(get_node(connection))
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func add_connection(node: Node) -> void:
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var manager := node.get_node("PowerManager") as PowerManager
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manager.socket = self
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connections.append(manager)
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func set_direction(dir) -> void:
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direction = dir
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refresh_sprite()
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func set_flow(val) -> void:
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flow = val
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refresh_sprite()
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func refresh_sprite() -> void:
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if socket == null:
return
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match direction:
Direction.DOWN:
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socket.region_rect.position = Vector2(0, 0)
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Direction.UP:
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socket.region_rect.position = Vector2(32, 0)
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Direction.LEFT:
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socket.region_rect.position = Vector2(32, 32)
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Direction.RIGHT:
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socket.region_rect.position = Vector2(0, 32)
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match flow:
Flow.SOURCE:
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socket.material.set_shader_param("cable_color", source_color)
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Flow.SINK:
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socket.material.set_shader_param("cable_color", sink_color)
Flow.BIDIRECTIONAL:
socket.material.set_shader_param("cable_color", bidirectional_color)
func serialize():
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var connection_paths := []
for conn in connections:
connection_paths.append({ "path": get_path_to(conn), "powered": conn.powered })
return {
"direction": direction,
"flow": flow,
"connections": connection_paths
}
func deserialize(data):
set_direction(data["direction"])
set_flow(data["flow"])
for node in data["connections"]:
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var manager := get_node(node.path) as PowerManager
manager.socket = self
manager.powered = node.powered
connections.append(manager)