Quantum
cf3a29d7c3
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
99 lines
1.9 KiB
GDScript
99 lines
1.9 KiB
GDScript
@tool
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extends AnimatableBody3D
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@export_category('Door')
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@export
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var interactable: bool = true
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@export
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var autoclose_time: float = 0.0
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@export
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var open_sound: AudioStream
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@export
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var close_sound: AudioStream
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@onready
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var _timer = $Timer
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@onready
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var _player = $AudioStreamPlayer3D
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var _anim: AnimationPlayer
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var _open = false
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func _get_configuration_warnings() -> PackedStringArray:
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var warns = []
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var animation_found = false
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var animation_player: AnimationPlayer
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for c in get_children():
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if c is AnimationPlayer:
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if animation_found:
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warns.append('Multiple AnimationPlayers')
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animation_found = true
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animation_player = c
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if not animation_found:
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warns.append('Add an AnimationPlayer')
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if animation_found and not animation_player.has_animation('open'):
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warns.append('AnimationPlayer missing "open" animation')
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return warns
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func _ready():
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for c in get_children():
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if c is AnimationPlayer:
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_anim = c
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break
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_anim.animation_finished.connect(_on_anim_finished)
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_timer.timeout.connect(_on_close_timer)
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func _toggle_open():
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# Dont allow closing if the timer is running
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if not _timer.is_stopped():
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return
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if not _open:
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open()
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else:
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close()
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func _on_anim_finished(anim_name):
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_open = !_open
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func _on_close_timer():
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if _open:
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_toggle_open()
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func open():
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if open_sound:
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_player.stream = open_sound
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_player.play()
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_anim.play('open')
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if autoclose_time != 0.0:
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_timer.start(autoclose_time)
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func close():
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if close_sound:
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_player.stream = close_sound
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_player.play()
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_anim.play_backwards('open')
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func activate(should_open: bool):
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if should_open:
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open()
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else:
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close()
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func interact(other):
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if not interactable:
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return
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_toggle_open()
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