Added lever animation
This commit is contained in:
@@ -1,5 +1,69 @@
|
||||
extends AbstractActivatableObject
|
||||
|
||||
|
||||
func activate() -> void:
|
||||
pass
|
||||
signal switching
|
||||
signal switched
|
||||
|
||||
|
||||
enum State {
|
||||
TurnedLeft,
|
||||
TurnedRight,
|
||||
TurningLeft,
|
||||
TurningRight,
|
||||
}
|
||||
|
||||
const ANIMATION_BY_STATE : Dictionary[State, String] = {
|
||||
State.TurnedLeft: "turned_left",
|
||||
State.TurnedRight: "turned_right",
|
||||
State.TurningLeft: "turning_left",
|
||||
State.TurningRight: "turning_right",
|
||||
}
|
||||
|
||||
|
||||
@export var initial_state: State = State.TurnedLeft
|
||||
|
||||
|
||||
var _current_state : State
|
||||
|
||||
|
||||
@onready var animated_sprite : AnimatedSprite2D = $AnimatedSprite2D
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
super._ready()
|
||||
_current_state = initial_state
|
||||
_update_animation()
|
||||
|
||||
|
||||
func _activate() -> void:
|
||||
var set_state := func(state: State) -> void:
|
||||
_current_state = state
|
||||
_update_animation()
|
||||
hint_sprite.hide()
|
||||
switching.emit()
|
||||
|
||||
match _current_state:
|
||||
State.TurnedLeft:
|
||||
set_state.call(State.TurningRight)
|
||||
State.TurnedRight:
|
||||
set_state.call(State.TurningLeft)
|
||||
|
||||
|
||||
func _update_animation() -> void:
|
||||
var animation := ANIMATION_BY_STATE[_current_state]
|
||||
animated_sprite.play(animation)
|
||||
|
||||
|
||||
func _on_animation_finished() -> void:
|
||||
var set_state := func(state: State) -> void:
|
||||
_current_state = state
|
||||
_update_animation()
|
||||
switched.emit()
|
||||
if _player_in_range:
|
||||
hint_sprite.show()
|
||||
|
||||
match _current_state:
|
||||
State.TurningLeft:
|
||||
set_state.call(State.TurnedLeft)
|
||||
State.TurningRight:
|
||||
set_state.call(State.TurnedRight)
|
||||
|
||||
Reference in New Issue
Block a user