xiandie/scene/entity/ux/sign.gd

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GDScript3
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extends Node2D
@export var audio_collection: AudioStreamCollection
signal interacted
signal cancel
var activated = false
var base_scale: Vector2
var random_audio_player = RandomAudioStreamPlayer.new()
func _ready() -> void:
var point_light = get_node("./PointLight2D")
if point_light:
point_light.energy = 0.0
modulate.a = 0
base_scale = scale
random_audio_player.audio_collections.append(audio_collection)
random_audio_player.bus = GlobalConfig.AUDIO_BUS_SFX
add_child(random_audio_player)
func activate(_body: Node2D) -> void:
# point_light.energy = 1.0
activated = true
var tween = create_tween()
tween.tween_property(self, "modulate:a", 1.0, 0.2)
var p_tween = tween.parallel()
p_tween.tween_property(self, "scale", base_scale * Vector2(1.2, 1.2), 0.3)
p_tween.tween_property(self, "scale", base_scale, 0.1)
func disactivate(_body: Node2D) -> void:
# point_light.energy = 0.0
activated = false
create_tween().tween_property(self, "modulate:a", 0.0, 0.2)
func _input(event: InputEvent) -> void:
if activated:
if event.is_action_pressed("interact"):
interacted.emit()
if audio_collection:
random_audio_player.play_random()
elif event.is_action_pressed("cancel"):
cancel.emit()