83 lines
2.1 KiB
C#
83 lines
2.1 KiB
C#
using Godot;
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using System;
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public class Chest : Entity
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{
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// Declare member variables here. Examples:
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// private int a = 2;
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// private string b = "text";
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public enum LidState
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{
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Closed,
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Open
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}
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public LidState State = LidState.Closed;
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public bool IsMouseOver = false;
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private MeshInstance _mesh;
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private SpatialMaterial _previousMaterial;
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private AnimationPlayer _animationPlayer;
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[Signal]
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delegate void EntityClicked(Entity entity);
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// Called when the node enters the scene tree for the first time.
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public override void _Ready()
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{
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_mesh = GetNode<MeshInstance>("Armature/Skeleton/Chest");
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_animationPlayer = GetNode<AnimationPlayer>("AnimationPlayer");
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Connect("input_event", this, nameof(OnAreaInputEvent));
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Connect("mouse_entered", this, nameof(OnAreaMouseEntered));
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Connect("mouse_exited", this, nameof(OnAreaMouseExited));
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}
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public void OnAreaInputEvent(Node camera, InputEvent inputEvent, Vector3 position, Vector3 normal,
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int shapeIndex)
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{
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if (IsMouseOver && inputEvent is InputEventMouseButton)
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{
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InputEventMouseButton mouseButtonEvent = (InputEventMouseButton)inputEvent;
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if (mouseButtonEvent.ButtonIndex == 1 && mouseButtonEvent.Pressed)
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{
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EmitSignal("EntityClicked", this);
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}
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}
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}
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public void OnAreaMouseEntered()
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{
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IsMouseOver = true;
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SpatialMaterial overrideMaterial = new SpatialMaterial();
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overrideMaterial.AlbedoColor = new Color(1, 0, 0);
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_mesh.MaterialOverride = overrideMaterial;
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}
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public void OnAreaMouseExited()
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{
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IsMouseOver = false;
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_mesh.MaterialOverride = null;
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}
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public void OnInteract()
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{
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_animationPlayer.Stop();
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if (State == LidState.Closed)
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{
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State = LidState.Open;
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_animationPlayer.Play("ChestOpen");
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}
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else
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{
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_animationPlayer.PlayBackwards("ChestOpen");
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State = LidState.Closed;
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}
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}
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}
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