GodotComponentTest/entities/Chest.cs

99 lines
3.0 KiB
C#

using System.Linq;
using Godot;
using GodotComponentTest.components;
using GodotComponentTest.entities;
public class Chest : Entity, IInteractionInterface {
// resources
private readonly PackedScene _goldBarScene = GD.Load<PackedScene>("res://entities/GoldBar.tscn");
public enum LidState {
Closed,
Open
}
public LidState State = LidState.Closed;
public bool IsMouseOver;
private MeshInstance _mesh;
private AnimationPlayer _animationPlayer;
public InteractionComponent InteractionComponent { get; set; }
[Signal]
private delegate void EntityClicked(Entity entity);
[Signal]
private delegate void ChestOpened(Entity entity);
// Called when the node enters the scene tree for the first time.
public override void _Ready() {
_mesh = GetNode<MeshInstance>("Geometry/Skeleton/Chest");
_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
Connect("input_event", this, nameof(OnAreaInputEvent));
Connect("mouse_entered", this, nameof(OnAreaMouseEntered));
Connect("mouse_exited", this, nameof(OnAreaMouseExited));
Connect("ChestOpened", this, nameof(ChestOpened));
}
public void OnAreaInputEvent(Node camera, InputEvent inputEvent, Vector3 position, Vector3 normal,
int shapeIndex) {
if (IsMouseOver && inputEvent is InputEventMouseButton) {
InputEventMouseButton mouseButtonEvent = (InputEventMouseButton)inputEvent;
if (mouseButtonEvent.ButtonIndex == 1 && mouseButtonEvent.Pressed) {
EmitSignal("EntityClicked", this);
}
}
}
public void OnAreaMouseEntered() {
IsMouseOver = true;
SpatialMaterial overrideMaterial = new();
overrideMaterial.AlbedoColor = new Color(1, 0, 0);
_mesh.MaterialOverride = overrideMaterial;
}
public void OnAreaMouseExited() {
IsMouseOver = false;
_mesh.MaterialOverride = null;
}
public void OnInteractionStart() {
_animationPlayer.Stop();
if (State == LidState.Closed) {
State = LidState.Open;
_animationPlayer.Play("ChestOpen");
} else {
_animationPlayer.PlayBackwards("ChestOpen");
State = LidState.Closed;
}
}
public void OnInteractionEnd() { }
public void OnChestOpened() {
GD.Print("Chest now opened!");
foreach (int i in Enumerable.Range(0, 10)) {
GoldBar bar = (GoldBar)_goldBarScene.Instance();
bar.Transform = new Transform(Transform.basis.Rotated(Vector3.Up, GD.Randf() * 2 * Mathf.Pi),
Transform.origin + Vector3.Up * 0.8f);
bar.Velocity = new Vector3(
(GD.Randf() * 2f - 1f) * 2,
5 + GD.Randf() * 0.3f,
(GD.Randf() * 2f - 1f) * 2
);
GetParent().AddChild(bar);
}
if (InteractionComponent != null) {
InteractionComponent.EndInteraction();
}
}
}