trench/elements/entities/door/door.gd

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2026-04-22 10:19:57 -04:00
extends Node3D
## Door entity. Place at a cell center in TrenchBroom (normal 64 grid).
## The door's local -Z is "forward" (the direction the player approaches from).
## At runtime the mesh/collision shift forward to the cell boundary so the door
## sits flush against the wall the player is facing.
## If true the door swings toward its local +Z (outward). If false it swings
## toward -Z (inward).
@export var opens_outward := true
@onready var hinge_pivot: Node3D = $HingePivot
@onready var door_collision: CollisionShape3D = $DoorBody/DoorCollision
@onready var interact_area: Area3D = $InteractArea
var _is_open := false
var _tween: Tween
const SWING_DURATION := 0.5
## How far forward (local -Z) to shift everything so the door sits on the cell boundary.
const BOUNDARY_OFFSET := 0.0
func _ready() -> void:
add_to_group("facing_interactable")
# Shift children to the cell boundary along the door's forward axis.
var offset := -transform.basis.z.normalized() * BOUNDARY_OFFSET
for child: Node3D in [hinge_pivot, $DoorBody, interact_area]:
child.global_position += offset
func try_interact(player: CharacterBody3D) -> bool:
if not interact_area.overlaps_body(player):
return false
if _tween and _tween.is_running():
return true
_is_open = !_is_open
_tween = create_tween()
var swing := -PI / 2.0 if opens_outward else PI / 2.0
var target_angle := swing if _is_open else 0.0
_tween.tween_property(hinge_pivot, "rotation:y", target_angle, SWING_DURATION)
if _is_open:
door_collision.disabled = true
else:
_tween.tween_callback(func(): door_collision.disabled = false)
return true