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