101 lines
2.7 KiB
C#
101 lines
2.7 KiB
C#
using Godot;
|
|
using System;
|
|
using System.Linq;
|
|
|
|
public class Chest : Entity
|
|
{
|
|
// resources
|
|
private PackedScene _goldBarScene = GD.Load<PackedScene>("res://entities/GoldBar.tscn");
|
|
|
|
public enum LidState
|
|
{
|
|
Closed,
|
|
Open
|
|
}
|
|
|
|
public LidState State = LidState.Closed;
|
|
public bool IsMouseOver = false;
|
|
private MeshInstance _mesh;
|
|
private AnimationPlayer _animationPlayer;
|
|
|
|
[Signal]
|
|
delegate void EntityClicked(Entity entity);
|
|
|
|
[Signal]
|
|
delegate void ChestOpened(Entity entity);
|
|
|
|
// Called when the node enters the scene tree for the first time.
|
|
public override void _Ready()
|
|
{
|
|
_mesh = GetNode<MeshInstance>("Armature/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 SpatialMaterial();
|
|
overrideMaterial.AlbedoColor = new Color(1, 0, 0);
|
|
_mesh.MaterialOverride = overrideMaterial;
|
|
}
|
|
|
|
|
|
public void OnAreaMouseExited()
|
|
{
|
|
IsMouseOver = false;
|
|
_mesh.MaterialOverride = null;
|
|
}
|
|
|
|
|
|
public void OnInteract()
|
|
{
|
|
_animationPlayer.Stop();
|
|
|
|
if (State == LidState.Closed)
|
|
{
|
|
State = LidState.Open;
|
|
_animationPlayer.Play("ChestOpen");
|
|
}
|
|
else
|
|
{
|
|
_animationPlayer.PlayBackwards("ChestOpen");
|
|
State = LidState.Closed;
|
|
}
|
|
}
|
|
|
|
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() * 2f - 1f) * 2
|
|
);
|
|
GetParent().AddChild(bar);
|
|
}
|
|
}
|
|
} |