@icon("res://behaviours/priority.svg") extends Node class_name Priority ## Keeps track of the object's priority for [SamplerPriority] purposes. ## Emitted when the priority is changed. signal priority_changed(new: int, old: int) ## Emitted when the priority is changed. No args are provided to work around a Godot bug. signal priority_changed_no_args @export var default_priority: int = 0 @export var alternative_priority: int = 1 var priority: int = 0 ## Set [field priority] to [field default_priority]. func default() -> void: set_priority(default_priority) ## Set [field priority] to [field alternative_priority] func alternative() -> void: set_priority(alternative_priority) ## Toggle [field priority] between [field default_priority] and [field alternative_priority]. func toggle_priority() -> void: if priority == default_priority: set_priority(alternative_priority) else: set_priority(default_priority) ## Set the [field priority] to a specific value. func set_priority(value: int): var old = priority priority = value priority_changed.emit(priority, old) ## Set the [field priority] to a specific value if the [param variant] is truthy, otherwise set it to a different value. func set_priority_if_truthy(variant: Variant, truthy: int, falsy: int = 0): if variant: set_priority(truthy) else: set_priority(falsy) ## Get the node to which the [field priority] of this one applies to. func get_ref() -> Node: return get_parent() func _on_priority_changed(new: int, _old: int) -> void: Log.p(self, "Priority changed to: %s" % new) priority_changed_no_args.emit() func _ready() -> void: priority = default_priority