xiandie/scene/entity/ux/sign.gd

109 lines
2.7 KiB
GDScript

@tool
class_name Sign extends TextureRect
# @export var texture: Texture:
# set(val):
# texture = val
# sprite2d.texture = texture
# # @export var base_scale := Vector2.ONE:
# # set(val):
# # base_scale = val
# # sprite2d.scale = base_scale
@export var show_sign := true:
set(val):
show_sign = val
if val:
modulate.a = 1.0
else:
modulate.a = 0.0
signal interacted
signal cancel
# 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
static var occupied: NodePath
static var _pending_activate_sign := [] as Array[NodePath]
# 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
static var mutex = Mutex.new()
var activated = false
# var sprite2d = Sprite2D.new()
var base_scale = Vector2.ONE
func _ready() -> void:
base_scale = scale
# layer = GlobalConfig.CANVAS_LAYER_FG
var point_light = get_node_or_null("../PointLight2D")
if point_light:
point_light.energy = 0.0
var area2d = get_node_or_null("../Area2D")
if area2d:
area2d.body_entered.connect(activate)
area2d.body_exited.connect(disactivate)
if not Engine.is_editor_hint():
modulate.a = 0
# func _load_sprite() -> void:
# sprite2d.texture = texture
# sprite2d.scale = base_scale
func activate(_body: Node2D) -> void:
# point_light.energy = 1.0
if not is_node_ready():
await ready
var path := get_path()
mutex.lock()
if occupied and occupied != path:
_pending_activate_sign.append(path)
mutex.unlock()
return
else:
occupied = path
activated = true
mutex.unlock()
if activated and show_sign:
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)
# if activated:
# focus_mode = FOCUS_ALL
# grab_focus()
func disactivate(_body: Node2D) -> void:
# release_focus()
mutex.lock()
if activated:
activated = false
occupied = ""
while _pending_activate_sign.size() > 0:
var path = _pending_activate_sign.pop_front()
var _sign = get_node_or_null(path)
if _sign:
_sign.activate(null)
break
else:
# make sure the sign is not in the pending list
_pending_activate_sign.erase(get_path())
# double check. because the sign may be activated by other body
if activated:
disactivate(_body)
mutex.unlock()
# point_light.energy = 0.0
if show_sign:
create_tween().tween_property(self, "modulate:a", 0.0, 0.2)
func _unhandled_input(event: InputEvent) -> void:
if activated:
if event.is_action_pressed("interact"):
interacted.emit()
elif event.is_action_pressed("cancel"):
cancel.emit()
get_viewport().set_input_as_handled()