extends Entity const Entity = preload("../entity.gd") @export var color_off = Color(0.23, 0.23, 0.23) @export var color_on = Color(1.0, 0.85, 0.0) @onready var animation: AnimationPlayer = $AnimationPlayer @onready var slider: Slider3D = $Slider var state = true var brightness = 0 # 0-255 # Called when the node enters the scene tree for the first time. func _ready(): super() var stateInfo = await HomeApi.get_state(entity_id) set_state(stateInfo["state"] == "on") await HomeApi.watch_state(entity_id, func(new_state): if (new_state["state"] == "on") == state: return set_state(new_state["state"] == "on") ) slider.on_value_changed.connect(func(new_value): var value = new_value / 100 * 255 HomeApi.set_state(entity_id, "on" if state else "off", {"brightness": int(value)}) set_state(state, value) ) func set_state(new_state: bool, new_brightness = null): if state == false && new_state == false: return state = new_state brightness = new_brightness if state: if brightness == null: animation.speed_scale = 1 animation.play_backwards("light") else: var duration = animation.get_animation("light").length animation.speed_scale = 0 animation.seek(lerpf(0, duration, 1 - (brightness / 255.0)), true) else: animation.speed_scale = 1 animation.play("light") func _on_click(event): if event.target == self: var attributes = {} if !state && brightness != null: attributes["brightness"] = int(brightness) HomeApi.set_state(entity_id, "on" if !state else "off", attributes) set_state(!state, brightness)