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

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extends StaticBody2D
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class_name GameObjectDoor
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export var object_name := ""
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export(NodePath) var interlockTargetPath
var interlockTarget: GameObjectDoor = null
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var open_sound := preload("res://Sounds/SFX/effects/door-open.wav")
var close_sound := preload("res://Sounds/SFX/effects/door-close.wav")
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export var idle_usage := 2
export var active_usage := 10
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onready var activationRange := $ActivationRange as ActivationRange
onready var manager := $PowerManager as PowerManager
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signal changed(open)
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func _ready():
if is_network_master():
if interlockTargetPath != null:
interlockTarget = get_node_or_null(interlockTargetPath)
if not Engine.editor_hint:
activationRange.visible = true
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master func set_open(open: bool):
if not manager:
return
manager.power_usage = active_usage
if manager.powered:
if open:
if interlockTarget != null:
interlockTarget.set_open(false)
rpc("anim_open", open)
remotesync func anim_open(open: bool):
if open:
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if $Sprite.animation != "open":
$AudioStreamPlayer2D.stream = open_sound
$AudioStreamPlayer2D.play()
$Sprite.play("open")
else:
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if $Sprite.animation != "close":
$AudioStreamPlayer2D.stream = close_sound
$AudioStreamPlayer2D.play()
$Sprite.play("close")
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func _animation_finished():
if is_network_master():
if manager:
manager.power_usage = idle_usage
if $Sprite.animation == "open":
# Start timer for auto-close
$Timer.start()
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if $Sprite.animation == "open":
# Disable collider
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collision_layer &= ~1
collision_mask &= ~1
emit_signal("changed", true)
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else:
# Enable collider
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collision_mask |= 1
collision_layer |= 1
emit_signal("changed", false)
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func _input_event(_viewport, event, _shape_idx):
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# Check if we clicked the item
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if event is InputEventMouseButton and event.pressed:
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# Must be in activation range
if activationRange.in_range():
rpc("set_open", $Sprite.animation == "close")
master func _close_timer_triggered():
rpc("set_open", false)
func serialize():
return {}
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func deserialize(_data):
pass
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func inspect():
return {
"type": "Airlock",
"description": "Allows you to move between rooms while keeping rooms air-tight sealed",
"interaction": "Click when close to manually open/close"
}
func _open_sensor_triggered():
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rpc("set_open", true)