godot-psd-training/UI/ShortcutTool/shortcutTool.gd

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2024-06-21 08:45:56 +08:00
extends Node2D
##是否允许操作
var allowHandle :bool = true
##所有ShortTool点击操作汇总
signal AllClickShortcutTool(equipmentName:String,equipmentInfo)
#电扶梯钥匙
func _on_escalator_key_pressed() -> void:
AllClickShortcutTool.emit('escalatorKey',self)
if !allowHandle :
return
#手提广播
func _on_handheld_radio_pressed() -> void:
AllClickShortcutTool.emit('handheldRadio',self)
if !allowHandle :
return
#围挡(扶梯处)
func _on_hoarding_pressed() -> void:
AllClickShortcutTool.emit('hoarding',self)
if !allowHandle :
return
$"../ShortcutToolModel2".get_node('hoardingAtEscalatorUp').visible = true
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#警戒线(进站闸机处)
func _on_picketline_pressed() -> void:
AllClickShortcutTool.emit('picketline',self)
if !allowHandle :
return
#铁马
func _on_metal_barrier_pressed() -> void:
AllClickShortcutTool.emit('metalBarrier',self)
if !allowHandle :
return
#警示牌
func _on_notice_signs_pressed() -> void:
AllClickShortcutTool.emit('noticeSigns',self)
if !allowHandle :
return
##点击快捷工具对应的实物触发
func clickShortcutToolEntity(shortcutToolName:String,equipmentInfo: Variant) -> void:
if !equipmentInfo.allowHandle :
return
if shortcutToolName == 'escalatorKeyModel':
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$MarginContainer/HBoxContainer/escalatorKey.show()
$MarginContainer/HBoxContainer/escalatorKeyT.hide()
elif shortcutToolName == 'handheldRadioModel':
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$MarginContainer/HBoxContainer/handheldRadio.show()
$MarginContainer/HBoxContainer/handheldRadioT.hide()
elif shortcutToolName == 'hoardingModel':
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$MarginContainer/HBoxContainer/hoarding.show()
$MarginContainer/HBoxContainer/hoardingT.hide()
elif shortcutToolName == 'picketlineModel':
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$MarginContainer/HBoxContainer/picketline.show()
$MarginContainer/HBoxContainer/picketlineT.hide()
elif shortcutToolName == 'metalBarrierModel':
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$MarginContainer/HBoxContainer/metalBarrier.show()
$MarginContainer/HBoxContainer/metalBarrierT.hide()
elif shortcutToolName == 'noticeSignsModel':
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$MarginContainer/HBoxContainer/noticeSigns.show()
$MarginContainer/HBoxContainer/noticeSignsT.hide()