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