grunk/src/props/wall_switch/wall_switch.gd
Rob Kelly 0ea73b1221
Some checks failed
linting & formatting / build (push) Failing after 3s
Fixed light clean/enable logic
2025-03-20 17:46:01 -06:00

78 lines
1.6 KiB
GDScript

extends Node3D
signal cleaned
signal activated
const CLEAN_THRESHOLD := 1400
@export var clean := false
@export var enabled := false
@onready var animation_player: AnimationPlayer = %AnimationPlayer
@onready var light_animation: AnimationPlayer = %LightAnimation
@onready var gunk_body: GunkBody = %GunkBody
@onready var interactive: Interactive = %Interactive
# XXX I must have been smoking crack when I wrote this logic. Why so complicated?
func _ready() -> void:
if clean:
gunk_body.clear_all()
_on_clean()
if enabled:
_on_enable()
## Called once all gunk is cleared. Enables interaction & plays animations
func enable() -> void:
enabled = true
_on_enable()
func _on_enable() -> void:
if clean:
light_animation.play("success")
if not animation_player.is_playing():
interactive.enabled = true
## Called once the switch is no longer usable. Disables interaction & plays animations
func disable() -> void:
_on_disable()
enabled = false
func _on_disable() -> void:
if enabled and clean:
light_animation.play("disable")
else:
light_animation.play("RESET")
interactive.enabled = false
func _on_clean() -> void:
clean = true
if enabled:
_on_enable()
else:
_on_disable()
cleaned.emit()
func _activate() -> void:
animation_player.play("activate")
activated.emit()
# Disable while animation is playing
interactive.enabled = false
func _animation_finished(anim_name: StringName) -> void:
if anim_name == "activate":
interactive.enabled = enabled
func _on_gunk_body_clear_total_updated(clear_total: float) -> void:
if not clean and clear_total >= CLEAN_THRESHOLD:
_on_clean()