Blobby/src/Contraptions/Triggers/GateButton.gd

46 lines
1.3 KiB
GDScript

extends Node2D
onready var activatorArea = $"%ActivatorArea"
onready var indicatorPlayer = $"%IndicatorPlayer"
onready var signal_manager := get_tree().root.get_child(4).get_node("%SignalManager")
onready var level_state := get_tree().root.get_child(4).get_node("%LevelState")
onready var unactivatable_timer := $Timer
export onready var activated := false
var scene_saved_id := 0
var activatable := true
func _ready() -> void:
scene_saved_id = level_state.register_saveable_object(self)
var activated_saved = level_state.get_saved_object_property(scene_saved_id, "activated")
if activated_saved != null:
activated = activated_saved
signal_manager.connect("unlocked", self, "receive_unlock")
if activated:
selfActivate()
func selfActivate() -> void:
indicatorPlayer.play("onning")
#TODO dis importante
activatorArea.set_deferred("monitoring", false)
#TODO Close gate again?
signal_manager.emit_signal("unlocked", "gateblock")
activated = true
func receive_unlock(event: String) -> void:
# TODO For god sake make the events an enum? #debatable #polymorphism
if event == "gateblock":
indicatorPlayer.play("onning")
activated = true
func _on_ActivatorArea_body_entered(body: Node) -> void:
if(!body.is_in_group("player") && !body.is_in_group("frog")):
return
$Highlight.visible = true
if activatable:
selfActivate()
activatable = false