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