extends StaticBody2D class_name GameObjectPowerStorage const MAX_CHARGE = 5e5 var open = false var attached = true onready var activationRange = $ActivationRange as ActivationRange onready var manager = $PowerManager as PowerManager export var current_charge = MAX_CHARGE setget set_charge export var max_charge_rate = 0 setget set_max_charge export var max_discharge_rate = 2000 setget set_max_discharge var next_network_update = Multiplayer.SYSTEMS_UPDATE_INTERVAL func _ready() -> void: if not Engine.editor_hint: activationRange.visible = true $Control/PowerUI.set_current_charge(current_charge) $Control/PowerUI.set_max_charge(MAX_CHARGE) $Control/PowerUI.init_values(max_charge_rate, max_discharge_rate) set_max_charge(max_charge_rate) func _physics_process(delta: float) -> void: if not is_network_master(): return next_network_update -= 1 if next_network_update < 0: next_network_update = Multiplayer.SYSTEMS_UPDATE_INTERVAL if manager.wired: if current_charge > 0: manager.power_source = min(current_charge, max_discharge_rate) if manager.power_load > 0: var new_charge = current_charge - manager.power_load * delta if next_network_update == 0: rpc("set_charge", new_charge) else: set_charge(new_charge) if PowerNetwork.DEBUG: update() if manager.powered: var new_charge = current_charge + max_charge_rate * delta if next_network_update == 0: rpc("set_charge", new_charge) else: set_charge(new_charge) 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(): open = true $Control/PowerUI.visible = 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": $Control/PowerUI.visible = false func _force_close_ui(): if open: open = false $UIAnimation.play("fadeout") func _draw(): if PowerNetwork.DEBUG and manager.wired: var charge_px = int(current_charge / MAX_CHARGE * 32) var charge_color = Color.greenyellow if charge_px < 20: charge_color = Color.yellow if charge_px < 10: charge_color = Color.red draw_rect(Rect2(32, 32-charge_px, 4, charge_px), charge_color) remotesync func set_max_discharge(val: float) -> void: max_discharge_rate = val remotesync func set_max_charge(val: float) -> void: max_charge_rate = val if manager != null: manager.power_usage = val remotesync func set_charge(val: float) -> void: current_charge = val $Control/PowerUI.set_current_charge(current_charge) func serialize(): return { "current_charge": current_charge, "max_charge_rate": max_charge_rate, "max_discharge_rate": max_discharge_rate } func deserialize(data): set_charge(data["current_charge"]) set_max_charge(data["max_charge_rate"]) set_max_discharge(data["max_discharge_rate"])