immersive-home/content/entities/light/light.gd
2023-11-24 01:36:31 +01:00

76 lines
2.0 KiB
GDScript

extends StaticBody3D
@export var entity_id = "switch.plug_printer_2"
@export var color_off = Color(0.23, 0.23, 0.23)
@export var color_on = Color(1.0, 0.85, 0.0)
@onready var shape = $CSGCombiner3D
@onready var rod_top = $RodTop
@onready var rod_bottom = $RodBottom
@onready var slider_knob = $Knob
var state = false
var brightness = 0 # 0-255
# Called when the node enters the scene tree for the first time.
func _ready():
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")
)
func set_state(state: bool, brightness = null):
print("set_state ", state, brightness)
self.state = state
self.brightness = brightness
if state:
if brightness == null:
shape.material_override.albedo_color = color_on
else:
shape.material_override.albedo_color = color_off.lerp(color_on, brightness / 255.0)
else:
shape.material_override.albedo_color = color_off
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)
else:
_on_clickable_on_click(event)
func _on_press_move(event):
if event.target != self:
_on_clickable_on_click(event)
func _on_request_completed():
pass
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
HomeApi.set_state(entity_id, "on" if state else "off", {"brightness": int(ratio * 255)})
set_state(state, ratio * 255)