2024-04-12 11:06:25 +08:00
|
|
|
extends Node3D
|
|
|
|
|
2024-04-17 15:26:37 +08:00
|
|
|
##屏蔽门
|
|
|
|
class_name ScreenDoor
|
2024-04-12 11:06:25 +08:00
|
|
|
@onready var left_animation_player: AnimationPlayer = $LeftAnimationPlayer
|
|
|
|
@onready var right_animation_player: AnimationPlayer = $RightAnimationPlayer
|
|
|
|
|
2024-04-12 15:01:34 +08:00
|
|
|
## 屏蔽门的状态枚举
|
2024-04-29 17:13:14 +08:00
|
|
|
enum ScreenDoor_State{
|
|
|
|
opening,# 正在开门
|
|
|
|
open,#开到位
|
|
|
|
closeing,#正在关门
|
|
|
|
close,# 关到位
|
2024-04-12 11:06:25 +08:00
|
|
|
}
|
|
|
|
|
2024-04-12 15:01:34 +08:00
|
|
|
##屏蔽门的状态
|
2024-04-29 17:13:14 +08:00
|
|
|
@onready var screenDoorState : ScreenDoor_State = ScreenDoor_State.close :
|
2024-04-12 11:06:25 +08:00
|
|
|
set(value):
|
|
|
|
if screenDoorState != value:
|
|
|
|
screenDoorState = value
|
2024-04-29 17:13:14 +08:00
|
|
|
if screenDoorState == ScreenDoor_State.opening :
|
2024-04-12 11:06:25 +08:00
|
|
|
left_animation_player.play("leftOpen")
|
|
|
|
right_animation_player.play("rightOpen")
|
2024-04-29 17:13:14 +08:00
|
|
|
elif screenDoorState == ScreenDoor_State.closeing :
|
2024-04-12 11:06:25 +08:00
|
|
|
left_animation_player.play("leftClose")
|
|
|
|
right_animation_player.play("rightClose")
|
|
|
|
|
2024-04-12 16:55:38 +08:00
|
|
|
##打开屏蔽门
|
2024-04-12 15:01:34 +08:00
|
|
|
func openScreenDoor ()-> void:
|
2024-04-29 17:13:14 +08:00
|
|
|
if screenDoorState == ScreenDoor_State.close :
|
|
|
|
screenDoorState=ScreenDoor_State.opening
|
|
|
|
|
|
|
|
|
2024-04-12 15:01:34 +08:00
|
|
|
##关闭屏蔽门
|
|
|
|
func closeScreenDoor ()-> void:
|
2024-04-29 17:13:14 +08:00
|
|
|
if screenDoorState == ScreenDoor_State.open :
|
|
|
|
screenDoorState=ScreenDoor_State.closeing
|
|
|
|
|
|
|
|
|
|
|
|
func _on_left_animation_player_animation_finished(anim_name: StringName) -> void:
|
|
|
|
if anim_name == 'leftOpen':
|
|
|
|
screenDoorState = ScreenDoor_State.open
|
|
|
|
elif anim_name == 'leftClose':
|
|
|
|
screenDoorState = ScreenDoor_State.close
|
|
|
|
|
|
|
|
## 屏蔽门的故障枚举
|
|
|
|
enum ScreenDoor_Fault_State{
|
|
|
|
noFault,#无故障
|
|
|
|
openFault,# 开门故障
|
|
|
|
closeFault,# 关门故障
|
|
|
|
pinchPeople,#夹人
|
|
|
|
glassBreakage,#玻璃破碎
|
|
|
|
}
|
|
|
|
|
|
|
|
##屏蔽门的故障状态
|
|
|
|
@onready var screenDoorFaultState : ScreenDoor_Fault_State = ScreenDoor_Fault_State.noFault :
|
|
|
|
set(value):
|
|
|
|
if screenDoorFaultState != value:
|
|
|
|
screenDoorFaultState = value
|
|
|
|
|
|
|
|
##设置故障
|
|
|
|
func setScreenDoorFault (faultType:ScreenDoor_Fault_State)-> void:
|
|
|
|
screenDoorFaultState = faultType
|
|
|
|
|
|
|
|
##恢复故障
|
|
|
|
func removeScreenDoorFault ()-> void:
|
|
|
|
screenDoorFaultState = ScreenDoor_Fault_State.noFault
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
##以下是lcb相关
|
|
|
|
class LcbKeyWindow :
|
|
|
|
var keyName: String
|
|
|
|
var keyState:LcbWindow.KNOB_STATE
|
|
|
|
func _init(keyName: String, keyState: LcbWindow.KNOB_STATE):
|
|
|
|
self.keyName = keyName
|
|
|
|
self.keyState = keyState
|
|
|
|
|
|
|
|
var lcbKey = LcbKeyWindow.new('',LcbWindow.KNOB_STATE.AUTO)
|
|
|
|
|
|
|
|
signal clickLcbSignalAndSent(screenDoor)
|
|
|
|
|
|
|
|
func _on_lcb_click() -> void:
|
|
|
|
self.clickLcbSignalAndSent.emit(self)
|