fml-avs/components/door_component.gd
Quantum cf3a29d7c3 Many things
Added doors
Fixed holding force distance
Inmcreased interaction ray length
Fixed player not walking when looking up/down
Added placeholder crosshair
Added group trigger
Made monitor rigid body
Fixed lighting
Added sound emitters for kreb
2024-12-22 14:30:44 -05:00

99 lines
1.9 KiB
GDScript

@tool
extends AnimatableBody3D
@export_category('Door')
@export
var interactable: bool = true
@export
var autoclose_time: float = 0.0
@export
var open_sound: AudioStream
@export
var close_sound: AudioStream
@onready
var _timer = $Timer
@onready
var _player = $AudioStreamPlayer3D
var _anim: AnimationPlayer
var _open = false
func _get_configuration_warnings() -> PackedStringArray:
var warns = []
var animation_found = false
var animation_player: AnimationPlayer
for c in get_children():
if c is AnimationPlayer:
if animation_found:
warns.append('Multiple AnimationPlayers')
animation_found = true
animation_player = c
if not animation_found:
warns.append('Add an AnimationPlayer')
if animation_found and not animation_player.has_animation('open'):
warns.append('AnimationPlayer missing "open" animation')
return warns
func _ready():
for c in get_children():
if c is AnimationPlayer:
_anim = c
break
_anim.animation_finished.connect(_on_anim_finished)
_timer.timeout.connect(_on_close_timer)
func _toggle_open():
# Dont allow closing if the timer is running
if not _timer.is_stopped():
return
if not _open:
open()
else:
close()
func _on_anim_finished(anim_name):
_open = !_open
func _on_close_timer():
if _open:
_toggle_open()
func open():
if open_sound:
_player.stream = open_sound
_player.play()
_anim.play('open')
if autoclose_time != 0.0:
_timer.start(autoclose_time)
func close():
if close_sound:
_player.stream = close_sound
_player.play()
_anim.play_backwards('open')
func activate(should_open: bool):
if should_open:
open()
else:
close()
func interact(other):
if not interactable:
return
_toggle_open()