godot-psd-training/UI/LCB/lcb.gd

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extends Window
##lcb面板
class_name LcbWindow
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var currenScreenDoor:ScreenDoor=null
func _on_screen_door_click_lcb_signal(screenDoor: Variant) -> void:
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var screenDoorName=String(screenDoor.name)
self.title='LCB'+screenDoorName[screenDoorName.length() - 1]
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self.show()
$"../stationKeys".onShowWindow(StationKeyWindow.WindowType.LCB,screenDoor.lcbKey.keyName)
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currenScreenDoor=screenDoor
resetState(screenDoor.lcbKey)
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func _on_close_requested() -> void:
self.hide()
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$"../stationKeys".hide()
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## 旋钮的状态枚举
enum KNOB_STATE{
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ISOLATE,# 隔离
AUTO,# 自动
OPEN,# 开门
CLOSE,# 关门
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}
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@onready var knob_state : KNOB_STATE = KNOB_STATE.AUTO :
set(value):
knob_state = value
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func change_knob_state(state):
knob_state = state
currenScreenDoor.lcbKey.keyState = knob_state
if knob_state==KNOB_STATE.OPEN:
currenScreenDoor.openScreenDoor(true)
elif knob_state==KNOB_STATE.CLOSE:
currenScreenDoor.closeScreenDoor(true)
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##展示控制的钥匙
func shouHandleKey(keyName:String):
currenScreenDoor.lcbKey.keyName = keyName
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$TextureRect2.visible=true
$LCB2_Right_Rotate.visible=true
$LCB2_Left_Rotate.visible=true
##隐藏控制的钥匙
func hideHandleKey():
$TextureRect2.visible=false
$LCB2_Right_Rotate.visible=false
$LCB2_Left_Rotate.visible=false
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##重置面板
func resetState(lcbKey):
if(lcbKey.keyName):
shouHandleKey(currenScreenDoor.lcbKey.keyName)
knob_state = lcbKey.keyState
match lcbKey.keyState:
KNOB_STATE.ISOLATE:
$TextureRect2.rotation = -PI*62/180
KNOB_STATE.AUTO:
$TextureRect2.rotation = 0
KNOB_STATE.CLOSE:
$TextureRect2.rotation = PI*59/180
KNOB_STATE.OPEN:
$TextureRect2.rotation = PI/2
else:
change_knob_state(KNOB_STATE.AUTO)
$TextureRect2.rotation = 0
hideHandleKey()
##打开钥匙盒相关
func _on_open_key_window_gui_input(event: InputEvent) -> void:
if event.button_mask == MouseButtonMask.MOUSE_BUTTON_MASK_LEFT:
$"../stationKeys".onShowWindow(StationKeyWindow.WindowType.LCB,currenScreenDoor.lcbKey.keyName)
func _on_open_key_window_mouse_entered() -> void:
$openKeyWindow.set_default_cursor_shape(Control.CursorShape.CURSOR_POINTING_HAND)
func _on_open_key_window_mouse_exited() -> void:
$openKeyWindow.set_default_cursor_shape(Control.CursorShape.CURSOR_ARROW)
##拔钥匙相关
func _on_texture_rect_2_gui_input(event: InputEvent) -> void:
if event.button_mask == MouseButtonMask.MOUSE_BUTTON_MASK_LEFT:
hideHandleKey()
$"../stationKeys".showKeyAfterRemoveKey(currenScreenDoor.lcbKey.keyName)
currenScreenDoor.lcbKey.keyName = ''
func _on_texture_rect_2_mouse_entered() -> void:
$TextureRect2.set_default_cursor_shape(Control.CursorShape.CURSOR_POINTING_HAND)
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func _on_texture_rect_2_mouse_exited() -> void:
$TextureRect2.set_default_cursor_shape(Control.CursorShape.CURSOR_ARROW)