104 lines
2.9 KiB
GDScript
104 lines
2.9 KiB
GDScript
tool
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extends StaticBody2D
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class_name GameObjectComputer
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enum Direction { LEFT, RIGHT, UP, DOWN }
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enum ComputerType { ShipCommand, Comms, Medical, Research, Energy, ShipEngine, Atmos }
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export(Direction) var direction = Direction.DOWN setget set_direction
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export(ComputerType) var computer_type = ComputerType.ShipCommand setget set_type
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var screen_region_offset = Vector2.ZERO
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var open = false
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onready var activationRange = $ActivationRange as ActivationRange
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onready var manager = $PowerManager as PowerManager
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func _ready():
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if not Engine.editor_hint:
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activationRange.visible = true
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func set_type(val):
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computer_type = val
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match computer_type:
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ComputerType.ShipCommand:
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screen_region_offset = Vector2(0, 0)
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ComputerType.Comms:
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screen_region_offset = Vector2(0, 32)
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ComputerType.Medical:
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screen_region_offset = Vector2(0, 64)
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ComputerType.Research:
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screen_region_offset = Vector2(128, 0)
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ComputerType.Energy:
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screen_region_offset = Vector2(128, 224)
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ComputerType.Atmos:
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screen_region_offset = Vector2(128, 192)
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ComputerType.ShipEngine:
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screen_region_offset = Vector2(0, 256)
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refresh_sprite()
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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 refresh_sprite():
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match direction:
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Direction.DOWN:
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$computer.region_rect.position = Vector2(0, 0)
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$computer/screen.region_rect.position = screen_region_offset + Vector2(0, 0)
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$computer/screen/Light2D.rotation = 0
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Direction.UP:
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$computer.region_rect.position = Vector2(0, 32)
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$computer/screen.region_rect.position = screen_region_offset + Vector2(32, 0)
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$computer/screen/Light2D.rotation = PI
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Direction.LEFT:
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$computer.region_rect.position = Vector2(32, 32)
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$computer/screen.region_rect.position = screen_region_offset + Vector2(96, 0)
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$computer/screen/Light2D.rotation = PI/2
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Direction.RIGHT:
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$computer.region_rect.position = Vector2(32, 0)
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$computer/screen.region_rect.position = screen_region_offset + Vector2(64, 0)
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$computer/screen/Light2D.rotation = -PI/2
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func manage_controls(show: bool):
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match computer_type:
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ComputerType.ShipCommand:
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$Control/ControlComp.visible = show
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func _input(event):
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if event is InputEventMouseButton and event.pressed and not is_inside and open:
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open = false
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$UIAnimation.play("fadeout")
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func _input_event(_viewport, event, _shape_idx):
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if Engine.editor_hint:
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return
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if event is InputEventMouseButton and event.pressed and not open:
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# Must be in range
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if activationRange.in_range() and manager.powered:
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open = true
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manage_controls(true)
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$UIAnimation.play("fadein")
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var is_inside = false
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func _ui_focus_changed(entered):
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is_inside = entered
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func _ui_fade_completed(anim_name):
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if anim_name == "fadeout":
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manage_controls(false)
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func _force_close_ui():
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if open:
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open = false
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$UIAnimation.play("fadeout")
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func _power_status_changed(powered: bool) -> void:
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activationRange.visible = powered
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if powered:
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$ScreenAnimation.play("on")
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else:
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$ScreenAnimation.play("off")
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