66 lines
1.9 KiB
GDScript
66 lines
1.9 KiB
GDScript
@tool
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@icon("res://addons/guide/triggers/guide_trigger.svg")
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class_name GUIDETrigger
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extends Resource
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enum GUIDETriggerState {
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## The trigger did not fire.
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NONE,
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## The trigger's conditions are partially met
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ONGOING,
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## The trigger has fired.
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TRIGGERED
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}
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enum GUIDETriggerType {
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# If there are more than one explicit triggers at least one must trigger
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# for the action to trigger.
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EXPLICIT = 1,
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# All implicit triggers must trigger for the action to trigger.
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IMPLICIT = 2,
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# All blocking triggers prevent the action from triggering.
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BLOCKING = 3
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}
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@export var actuation_threshold:float = 0.5
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var _last_value:Vector3
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## Returns the trigger type of this trigger.
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func _get_trigger_type() -> GUIDETriggerType:
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return GUIDETriggerType.EXPLICIT
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func _update_state(input:Vector3, delta:float, value_type:GUIDEAction.GUIDEActionValueType) -> GUIDETriggerState:
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return GUIDETriggerState.NONE
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func _is_actuated(input:Vector3, value_type:GUIDEAction.GUIDEActionValueType) -> bool:
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match value_type:
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GUIDEAction.GUIDEActionValueType.AXIS_1D, GUIDEAction.GUIDEActionValueType.BOOL:
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return _is_axis1d_actuated(input)
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GUIDEAction.GUIDEActionValueType.AXIS_2D:
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return _is_axis2d_actuated(input)
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GUIDEAction.GUIDEActionValueType.AXIS_3D:
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return _is_axis3d_actuated(input)
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return false
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## Checks if a 1D input is actuated.
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func _is_axis1d_actuated(input:Vector3) -> bool:
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return is_finite(input.x) and abs(input.x) > actuation_threshold
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## Checks if a 2D input is actuated.
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func _is_axis2d_actuated(input:Vector3) -> bool:
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return is_finite(input.x) and is_finite(input.y) and Vector2(input.x, input.y).length_squared() > actuation_threshold * actuation_threshold
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## Checks if a 3D input is actuated.
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func _is_axis3d_actuated(input:Vector3) -> bool:
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return input.is_finite() and input.length_squared() > actuation_threshold * actuation_threshold
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func _editor_name() -> String:
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return "GUIDETrigger"
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func _editor_description() -> String:
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return ""
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