79 lines
2.7 KiB
GDScript
79 lines
2.7 KiB
GDScript
extends Node3D
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const DOOR_OPEN_X := 1.154
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const DOOR_CLOSED_X := 0.7
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const DOOR_DEFAULT_TIME := 3.0
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const DOOR_FAST_CLOSE_TIME := 1.0
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const DOOR_REOPEN_TIME := 0.4
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const PULSE_CLOSE_LAG_TOP := 1.0
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const PULSE_CLOSE_LAG_PER_FLOOR := 0.09
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const PULSE_CLOSE_LAG_MIN := 0.2
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const DOORS_NEARLY_OPEN_LEAD := 0.4
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var _tween: Tween = null
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var _pulse_close_pending: bool = false
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var _current_floor: int = EventBus.STARTING_FLOOR
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func _ready():
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$ElevatorDoorRight.position = Vector3(DOOR_CLOSED_X, 0, 0)
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$ElevatorDoorLeft.position = Vector3(-DOOR_CLOSED_X, 0, 0)
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_set_door_collision(true)
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EventBus.doors_opened.connect(_on_doors_opened)
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EventBus.doors_closed.connect(_on_doors_closed)
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EventBus.pulse_started.connect(_on_pulse_started)
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EventBus.pulse_blocked.connect(_on_pulse_blocked)
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EventBus.floor_changed.connect(func(f): _current_floor = f)
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func _on_doors_opened():
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_pulse_close_pending = false
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_set_door_collision(false)
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_tween_doors(DOOR_OPEN_X, DOOR_DEFAULT_TIME)
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_tween.chain().tween_callback(func(): EventBus.doors_fully_opened.emit())
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get_tree().create_timer(DOOR_DEFAULT_TIME - DOORS_NEARLY_OPEN_LEAD, false).timeout.connect(
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func(): EventBus.doors_nearly_opened.emit(),
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CONNECT_ONE_SHOT
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)
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func _on_doors_closed(fast: bool):
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_pulse_close_pending = false
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_set_door_collision(true)
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_tween_doors(DOOR_CLOSED_X, DOOR_FAST_CLOSE_TIME if fast else DOOR_DEFAULT_TIME)
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_tween.chain().tween_callback(func(): EventBus.doors_fully_closed.emit())
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func _on_pulse_started(duration: float):
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_set_door_collision(true)
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_pulse_close_pending = true
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var floors_descended = EventBus.STARTING_FLOOR - _current_floor
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var lag = max(PULSE_CLOSE_LAG_MIN, PULSE_CLOSE_LAG_TOP - floors_descended * PULSE_CLOSE_LAG_PER_FLOOR)
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get_tree().create_timer(lag, false).timeout.connect(
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func():
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if not _pulse_close_pending:
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return
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if $ElevatorDoorRight.position.x < DOOR_OPEN_X - 0.001:
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_pulse_close_pending = false
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return
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_pulse_close_pending = false
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_tween_doors(DOOR_CLOSED_X, duration),
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CONNECT_ONE_SHOT
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)
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func _on_pulse_blocked():
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_pulse_close_pending = false
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_set_door_collision(false)
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_tween_doors(DOOR_OPEN_X, DOOR_REOPEN_TIME)
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func _set_door_collision(enabled: bool):
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$ElevatorDoorRight/CollisionShape3D.disabled = not enabled
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$ElevatorDoorLeft/CollisionShape3D.disabled = not enabled
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func get_door_close_progress() -> float:
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var cur: float = $ElevatorDoorRight.position.x
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return clamp((DOOR_OPEN_X - cur) / (DOOR_OPEN_X - DOOR_CLOSED_X), 0.0, 1.0)
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func _tween_doors(target_x: float, duration: float):
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if _tween:
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_tween.kill()
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_tween = create_tween()
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_tween.set_parallel(true)
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_tween.tween_property($ElevatorDoorRight, "position:x", target_x, duration)
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_tween.tween_property($ElevatorDoorLeft, "position:x", -target_x, duration)
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