grunk/src/world/mechanics/alarm/gunk_alarm.gd

47 lines
1.3 KiB
GDScript3
Raw Normal View History

class_name GunkAlarm extends GunkNode
2025-03-13 13:34:35 -06:00
## Raises the grunk alert when triggered.
const ALERT_DELTA := 1
## Time to wait for a pulse signal before triggering.
@export var pulse_timeout := 6.0
2025-03-13 13:34:35 -06:00
var _busy := false
@onready var mesh_instance_3d: MeshInstance3D = %MeshInstance3D
@onready var animation_player: AnimationPlayer = %AnimationPlayer
@onready var pulse_listener_timer: Timer = %PulseListenerTimer
2025-03-13 13:34:35 -06:00
## Trigger this alarm.
##
## Will not trigger if this alarm is busy (e.g. on cooldown)
func trigger() -> void:
if not _busy:
_busy = true
2025-03-13 14:50:59 -06:00
Game.manager.raise_alert(ALERT_DELTA)
2025-03-13 13:34:35 -06:00
animation_player.play("trigger")
## Pulse this alarm, resetting the pulse countdown until triggering.
##
## Note that alarms will not begin the pulse countdown until receiving the first pulse.
## On networks without a heart, the pulse timeout will be completely ignored.
func pulse() -> void:
pulse_listener_timer.start(pulse_timeout)
2025-03-13 13:34:35 -06:00
func _process(delta: float) -> void:
super._process(delta)
# TODO actual model & animation
var material: StandardMaterial3D = mesh_instance_3d.mesh.surface_get_material(0)
var value := 1.0 - pct_damage()
2025-03-13 13:34:35 -06:00
material.albedo_color = Color(value, value, value)
# TODO pulse animation
2025-03-13 13:34:35 -06:00
func _on_animation_finished(anim_name: StringName) -> void:
if anim_name == "trigger":
_busy = false