Updated ConnectionCable
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@@ -2,30 +2,67 @@ class_name ConnectionCable
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extends Line2D
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const SHADER_GLOW_INTERVAL = "glow_interval"
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const SHADER_GLOW_RADIUS = "glow_radius"
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const SHADER_TRAVEL_TIME = "travel_time"
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const SHADER_GLOW_INTERVAL = "shader_parameter/glow_interval"
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const SHADER_GLOW_RADIUS = "shader_parameter/glow_radius"
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const SHADER_TRAVEL_TIME = "shader_parameter/travel_time"
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const TRAVEL_SPEED = 100.0
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const TRAVEL_SPEED_ON = 150.0
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const TRAVEL_SPEED_OFF = 75.0
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const GLOW_INTERVAL = 100.0
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const SWITCH_TIME = 0.15
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@export var is_on := false:
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set(value):
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is_on = value
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if is_node_ready():
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_play_toggle_animation()
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var _shader_tween : Tween
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@onready var length := _get_length()
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@onready var glow_interval := 1.0 / maxi(1, round(length/GLOW_INTERVAL))
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@onready var glow_radius := 0.5/length
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@onready var travel_time_on := _get_travel_time(TRAVEL_SPEED_ON)
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@onready var travel_time_off := _get_travel_time(TRAVEL_SPEED_OFF)
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func _ready() -> void:
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var length := _get_length()
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var glow_interval := 1.0 / maxi(1, round(length/GLOW_INTERVAL))
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var glow_radius := 0.5/length
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var travel_time := length/TRAVEL_SPEED
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material.set(SHADER_GLOW_INTERVAL, glow_interval)
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material.set(SHADER_GLOW_RADIUS, glow_radius)
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material.set(SHADER_TRAVEL_TIME, _get_current_travel_time())
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func toggle() -> void:
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is_on = not is_on
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func _play_toggle_animation() -> void:
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if _shader_tween and _shader_tween.is_running():
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_shader_tween.kill()
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_shader_tween = create_tween()
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material.set_shader_parameter(SHADER_GLOW_INTERVAL, glow_interval)
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material.set_shader_parameter(SHADER_GLOW_RADIUS, glow_radius)
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material.set_shader_parameter(SHADER_TRAVEL_TIME, travel_time)
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_shader_tween.tween_property(material, SHADER_GLOW_RADIUS, glow_interval, SWITCH_TIME)
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_shader_tween.tween_property(material, SHADER_TRAVEL_TIME, _get_current_travel_time(), 0.0)
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_shader_tween.tween_property(material, SHADER_GLOW_RADIUS, glow_radius, SWITCH_TIME)
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func _get_length() -> float:
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if points.size() < 2:
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return 0.0
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var length := 0.0
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var l := 0.0
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for i in range(points.size() - 1):
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length += points[i].distance_to(points[i + 1])
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return length
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l += points[i].distance_to(points[i + 1])
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return l
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func _get_travel_time(speed: float) -> float:
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return length/speed
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func _get_current_travel_time() -> float:
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return travel_time_on if is_on else travel_time_off
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