tojam20-elevator/scenes/elevator.gd

75 lines
2.6 KiB
GDScript

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