184 lines
5.3 KiB
GDScript
184 lines
5.3 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, Monitoring }
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export var object_name := ""
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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 := $PowerManager as PowerManager
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static func editor_info():
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var editor_icon = AtlasTexture.new()
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editor_icon.atlas = preload("res://Graphics/tgstation/computer.png")
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editor_icon.region = Rect2(0, 0, 32, 32)
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return {
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"name": "Computer",
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"scene": load("res://Actors/Objects/Computer/Computer.tscn"),
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"icon": editor_icon
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}
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func _ready():
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if not Engine.editor_hint:
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activationRange.visible = true
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$computer/screen/Light2D.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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ComputerType.Monitoring:
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screen_region_offset = Vector2(128, 32)
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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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$Control/ControlComp.visible = show
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ComputerType.Energy:
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$Control/EnergyComp.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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$UIAnimation.play("fadeout")
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match computer_type:
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ComputerType.ShipCommand:
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$Control/ControlComp.force_close()
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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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func serialize():
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return {
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"direction": direction,
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"computer_type": computer_type
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}
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func deserialize(data):
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set_direction(data["direction"])
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set_type(data["computer_type"])
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func inspect():
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match computer_type:
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ComputerType.ShipCommand:
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return {
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"type": "Control board computer",
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"description": "A computer for moving the ship around the galaxy",
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"interaction": "Click when near to interact"
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}
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ComputerType.Comms:
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return {
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"type": "Comms computer",
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"description": "A computer for issuing and controlling communications",
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"interaction": "Click when near to interact"
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}
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ComputerType.Medical:
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return {
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"type": "Medical computer",
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"description": "A computer for checking health status and medical procedures",
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"interaction": "Click when near to interact"
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}
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ComputerType.Research:
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return {
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"type": "R&D computer",
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"description": "A computer for researching new tech and control printers",
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"interaction": "Click when near to interact"
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}
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ComputerType.Energy:
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return {
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"type": "Energy supply computer",
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"description": "A computer for monitoring and managing the energy grid",
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"interaction": "Click when near to interact"
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}
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ComputerType.Atmos:
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return {
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"type": "Atmos computer",
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"description": "A computer for monitoring and managing the air supply",
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"interaction": "Click when near to interact"
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}
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ComputerType.ShipEngine:
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return {
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"type": "Engine control computer",
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"description": "A computer for monitoring and managing the ship engines",
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"interaction": "Click when near to interact"
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}
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ComputerType.Monitoring:
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return {
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"type": "Monitoring computer",
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"description": "A computer for monitoring crew and ship status",
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"interaction": "Click when near to interact"
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}
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