immersive-home/content/entities/light/light.gd

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1.5 KiB
GDScript3
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extends StaticBody3D
@export var entity_id = "switch.plug_printer_2"
@onready var sprite: AnimatedSprite3D = $Icon
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@onready var animation: AnimationPlayer = $AnimationPlayer
@onready var shape = $CSGCombiner3D
@onready var rod_top = $RodTop
@onready var rod_bottom = $RodBottom
@onready var slider_knob = $Knob
var state = false
# Called when the node enters the scene tree for the first time.
func _ready():
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var stateInfo = await HomeAdapters.adapter.get_state(entity_id)
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set_state(stateInfo["state"] == "on")
await HomeAdapters.adapter.watch_state(entity_id, func(new_state):
if (new_state["state"] == "on") == state:
return
set_state(new_state["state"] == "on")
)
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func set_state(state: bool):
self.state = state
if state:
animation.play_backwards("light")
else:
animation.play("light")
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func _on_click(event):
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if event.target == self:
HomeAdapters.adapter.set_state(entity_id, "on" if !state else "off")
set_state(!state)
else:
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_on_clickable_on_click(event)
func _on_request_completed():
pass
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func _on_clickable_on_click(event):
var click_pos: Vector3 = to_local(event.ray.get_collision_point())
var vec_bottom_to_top = rod_top.position - rod_bottom.position
var length_click = click_pos.y - rod_bottom.position.y
var length_total = vec_bottom_to_top.y
var ratio = length_click / length_total
var new_pos = rod_bottom.position.lerp(rod_top.position, ratio)
slider_knob.position = new_pos
HomeAdapters.adapter.set_state(entity_id, "on" if state else "off", {"brightness_pct": int(ratio * 100)})