109 lines
2.7 KiB
GDScript
109 lines
2.7 KiB
GDScript
@tool
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class_name Sign extends TextureRect
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# @export var texture: Texture:
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# set(val):
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# texture = val
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# sprite2d.texture = texture
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# # @export var base_scale := Vector2.ONE:
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# # set(val):
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# # base_scale = val
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# # sprite2d.scale = base_scale
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@export var show_sign := true:
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set(val):
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show_sign = val
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if val:
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modulate.a = 1.0
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else:
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modulate.a = 0.0
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signal interacted
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signal cancel
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# 同时只能有一个物品被激活交互态,其他物品进入等待队列
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static var occupied: NodePath
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static var _pending_activate_sign := [] as Array[NodePath]
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# 使用互斥锁保证线程安全。在操作 occupied 或 _pending_activate_sign 时需要先锁定,操作完成后解锁
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static var mutex = Mutex.new()
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var activated = false
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# var sprite2d = Sprite2D.new()
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var base_scale = Vector2.ONE
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func _ready() -> void:
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base_scale = scale
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# layer = GlobalConfig.CANVAS_LAYER_FG
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var point_light = get_node_or_null("../PointLight2D")
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if point_light:
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point_light.energy = 0.0
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var area2d = get_node_or_null("../Area2D")
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if area2d:
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area2d.body_entered.connect(activate)
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area2d.body_exited.connect(disactivate)
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if not Engine.is_editor_hint():
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modulate.a = 0
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# func _load_sprite() -> void:
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# sprite2d.texture = texture
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# sprite2d.scale = base_scale
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func activate(_body: Node2D) -> void:
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# point_light.energy = 1.0
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if not is_node_ready():
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await ready
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var path := get_path()
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mutex.lock()
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if occupied and occupied != path:
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_pending_activate_sign.append(path)
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mutex.unlock()
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return
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else:
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occupied = path
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activated = true
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mutex.unlock()
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if activated and show_sign:
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var tween = create_tween()
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tween.tween_property(self, "modulate:a", 1.0, 0.2)
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var p_tween = tween.parallel()
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p_tween.tween_property(self, "scale", base_scale * Vector2(1.2, 1.2), 0.3)
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p_tween.tween_property(self, "scale", base_scale, 0.1)
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# if activated:
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# focus_mode = FOCUS_ALL
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# grab_focus()
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func disactivate(_body: Node2D) -> void:
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# release_focus()
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mutex.lock()
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if activated:
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activated = false
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occupied = ""
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while _pending_activate_sign.size() > 0:
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var path = _pending_activate_sign.pop_front()
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var _sign = get_node_or_null(path)
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if _sign:
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_sign.activate(null)
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break
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else:
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# make sure the sign is not in the pending list
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_pending_activate_sign.erase(get_path())
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# double check. because the sign may be activated by other body
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if activated:
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disactivate(_body)
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mutex.unlock()
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# point_light.energy = 0.0
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if show_sign:
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create_tween().tween_property(self, "modulate:a", 0.0, 0.2)
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func _unhandled_input(event: InputEvent) -> void:
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if activated:
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if event.is_action_pressed("interact"):
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interacted.emit()
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elif event.is_action_pressed("cancel"):
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cancel.emit()
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get_viewport().set_input_as_handled()
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