150 lines
4.5 KiB
GDScript
150 lines
4.5 KiB
GDScript
extends Node3D
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##屏蔽门
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class_name ScreenDoor
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@onready var left_animation_player: AnimationPlayer = $LeftAnimationPlayer
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@onready var right_animation_player: AnimationPlayer = $RightAnimationPlayer
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@export var mtd_material: ShaderMaterial
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@export var mtd_fault_material: ShaderMaterial
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##是否设置隔离带
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@onready var isSetIsolationStrip:bool = false :
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set(value):
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if isSetIsolationStrip != value:
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isSetIsolationStrip = value
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if isSetIsolationStrip:
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$IsolationStrip.visible = true
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else :
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$IsolationStrip.visible = false
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##粘胶带
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func adhesiveTape ()-> void:
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if $leftDoor_broken.visible == true :
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$left_tape.visible = true
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## 屏蔽门的状态枚举
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enum ScreenDoor_State{
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opening,# 正在开门
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open,#开到位
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closeing,#正在关门
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close,# 关到位
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}
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##屏蔽门的状态
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@onready var screenDoorState : ScreenDoor_State = ScreenDoor_State.close :
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set(value):
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if screenDoorState != value:
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screenDoorState = value
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if screenDoorState == ScreenDoor_State.opening :
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left_animation_player.play("leftOpen")
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right_animation_player.play("rightOpen")
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elif screenDoorState == ScreenDoor_State.closeing :
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left_animation_player.play("leftClose")
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right_animation_player.play("rightClose")
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##打开屏蔽门
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func openScreenDoor (isUseLCBKey=false)-> void:
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if screenDoorState == ScreenDoor_State.close and (screenDoorFaultState != ScreenDoor_Fault_State.openFault or isUseLCBKey):
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screenDoorState=ScreenDoor_State.opening
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$Timer.start(0.3)
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##关闭屏蔽门
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func closeScreenDoor (isUseLCBKey=false)-> void:
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if screenDoorFaultState == ScreenDoor_Fault_State.closeFault:
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$MTD.material_override = mtd_fault_material
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mtd_fault_material.set_shader_parameter('is_dark', false)
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if screenDoorState == ScreenDoor_State.open and (screenDoorFaultState != ScreenDoor_Fault_State.closeFault or isUseLCBKey):
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screenDoorState=ScreenDoor_State.closeing
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$Timer.start(0.3)
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if screenDoorFaultState == ScreenDoor_Fault_State.pinchPeople :
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$PinchPeople/Path3D/PathFollow3D.peopleWalkToScreenDoor()
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##屏蔽门开关门到位信号
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signal screenDoorOpenSignal(screenDoor:ScreenDoor)
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signal screenDoorCloseSignal(screenDoor:ScreenDoor)
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func _on_left_animation_player_animation_finished(anim_name: StringName) -> void:
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if anim_name == 'leftOpen':
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screenDoorState = ScreenDoor_State.open
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screenDoorOpenSignal.emit(self)
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$Timer.stop()
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is_dark = false
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_set_mtd(is_dark)
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elif anim_name == 'leftClose':
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screenDoorState = ScreenDoor_State.close
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screenDoorCloseSignal.emit(self)
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$Timer.stop()
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is_dark = true
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_set_mtd(is_dark)
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if screenDoorFaultState == ScreenDoor_Fault_State.pinchPeople :
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$PinchPeople/Path3D/PathFollow3D.peopleStopWalk()
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## 屏蔽门的故障枚举
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enum ScreenDoor_Fault_State{
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noFault,#无故障
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openFault,# 开门故障
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closeFault,# 关门故障
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pinchPeople,#夹人
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glassBreakage,#玻璃破碎
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}
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##屏蔽门的故障状态
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@onready var screenDoorFaultState : ScreenDoor_Fault_State = ScreenDoor_Fault_State.noFault :
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set(value):
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if screenDoorFaultState != value:
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screenDoorFaultState = value
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##设置故障
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func setScreenDoorFault (faultType:ScreenDoor_Fault_State)-> void:
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screenDoorFaultState = faultType
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if faultType == ScreenDoor_Fault_State.glassBreakage :
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$leftDoor_broken.visible = true
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$leftDoor_broken/AudioStreamPlayer.play()
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elif faultType == ScreenDoor_Fault_State.openFault :
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$MTD.material_override = mtd_fault_material
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#elif faultType == ScreenDoor_Fault_State.closeFault :
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#$MTD.material_override = mtd_fault_material
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##恢复故障
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func removeScreenDoorFault ()-> void:
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screenDoorFaultState = ScreenDoor_Fault_State.noFault
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$MTD.material_override = mtd_material
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##以下是lcb相关
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class LcbKeyWindow :
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var keyName: String
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var keyState:LcbWindow.KNOB_STATE
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func _init(keyName: String, keyState: LcbWindow.KNOB_STATE):
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self.keyName = keyName
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self.keyState = keyState
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var lcbKey = LcbKeyWindow.new('',LcbWindow.KNOB_STATE.AUTO)
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signal clickLcbSignalAndSent(screenDoor)
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func _on_lcb_click() -> void:
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clickLcbSignalAndSent.emit(self)
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##点击屏蔽门
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signal clicksScreenDoorSignal(screenDoor,mousePosition)
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var is_dark = true
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func _on_timer_timeout():
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is_dark = !is_dark
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_set_mtd(is_dark)
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func _set_mtd(dark):
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var self_material = $MTD.get_active_material(0)
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if is_dark:
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self_material.set_shader_parameter('is_dark', true)
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$SpotLight3D.hide()
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else:
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self_material.set_shader_parameter('is_dark', false)
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$SpotLight3D.show()
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func _ready():
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$MTD.material_override = mtd_material
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$Timer.connect('timeout', _on_timer_timeout)
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_set_mtd(is_dark)
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