112 lines
2.9 KiB
GDScript
112 lines
2.9 KiB
GDScript
# @tool
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class_name Portal2D extends Sprite2D
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@export var enabled := true:
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set(val):
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enabled = val
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if is_node_ready():
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_check_sign_mark()
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@export var immediately := true
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@export_enum("left", "right", "1", "2", "3", "4", "5", "6", "7", "8", "9") var portal_name := "left":
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set(value):
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#if portal_name:
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#remove_from_group("portal_"+portal_name)
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portal_name = value
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#add_to_group("portal_"+value)
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name = "portal_" + value
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@export var target_scene := "c02_s00"
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@export_enum("none", "left", "right", "1", "2", "3", "4", "5", "6", "7", "8", "9")
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var target_portal := "none":
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set(value):
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target_portal = value
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if is_node_ready():
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_check_sign_mark()
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@export var default_texture: Texture2D
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@export var opened_texture: Texture2D
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@export var opened := false:
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set(new_val):
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opened = new_val
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if is_node_ready():
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_checkout_texture()
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@onready var sfx = %Sfx as Sfx
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@onready var sign_mark = %Sign as Sign
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@onready var area2d = %Area2D as Area2D
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var activated := false
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var action_times := 0
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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name = "portal_" + portal_name
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_checkout_texture()
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_check_sign_mark()
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if Engine.is_editor_hint():
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return
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area2d.body_entered.connect(_reset)
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area2d.body_exited.connect(_on_cancel)
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sign_mark.interacted.connect(_on_interacted)
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sign_mark.cancel.connect(_on_cancel)
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# if GlobalConfig.DEBUG:
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# var label = Label.new()
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# label.text = portal_name
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# label.name = "Label"
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# add_child(label)
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func _checkout_texture():
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if opened and opened_texture:
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texture = opened_texture
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else:
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texture = default_texture
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func _check_sign_mark():
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if target_portal == "none" or not enabled:
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sign_mark.enabled = false
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else:
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sign_mark.enabled = true
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func _on_interacted() -> void:
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if target_portal == "none":
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return
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# 传送,queue free 导致 sfx 无法播放,使用全局声源
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sfx.global_play()
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if GlobalConfig.DEBUG:
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print("传送前往", target_scene, target_portal, " immediately=", immediately)
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var ground_loader = SceneManager.get_ground_loader() as GroundLoader
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if ground_loader:
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ground_loader.transition_to_scene(target_scene, target_portal, immediately)
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func _on_cancel(_body = null):
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activated = false
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func _reset(_body):
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activated = true
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# 暂时不启用自动传送
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# func _input(event: InputEvent) -> void:
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# # 长按自动传送
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# if activated:
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# if portal_name == "left" and target_portal == "right":
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# if event.is_action("left"):
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# action_times += 1
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# elif event.is_action("right"):
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# action_times = 0
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# if action_times >= 7:
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# activated = false
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# action_times = 0
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# %Sfx.play()
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# _on_interacted()
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# if portal_name == "right" and target_portal == "left":
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# if event.is_action("right"):
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# action_times += 1
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# elif event.is_action("left"):
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# action_times = 0
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# if action_times >= 7:
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# activated = false
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# action_times = 0
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# %Sfx.play()
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# _on_interacted()
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