61 lines
1.9 KiB
GDScript
61 lines
1.9 KiB
GDScript
class_name CheatCodeListener
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extends Node
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signal cheat_activated
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signal cheat_progress
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## Allow pressing the wrong button
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export (bool) var allow_mistakes: bool = false
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## If the cheat code progress should automatically be reset
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export (bool) var has_timeout: bool = true
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## Automatically reset cheat code progress after `timeout_delay` seconds
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export (float) var timeout_delay: float = 2.0
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## Stop listening for input
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export (bool) var disabled: bool = false setget set_disabled
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## Will the signal be called every time the cheat code is activated, or only once?
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export (bool) var repeat: bool = false
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## Use the `CheatCode` resource
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export (Resource) var code
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var code_progress: int = 0
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var first_time: bool = false
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var timeout_timer: float = timeout_delay
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func _ready() -> void:
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assert(code is CheatCode, "%s/code MUST be of type `CheatCode`" % get_path())
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func _process(delta: float) -> void:
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if disabled: return
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timeout_timer -= delta
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if timeout_timer <= 0.0 and has_timeout:
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code_progress = 0
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emit_signal("cheat_progress", 0)
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func _input(event: InputEvent) -> void:
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if disabled: return
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if event is InputEventKey:
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if event.pressed and not event.echo \
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and not event.control and not event.shift \
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and not event.meta and not event.alt:
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var next_key = code.entries[code_progress] if \
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code.entries[code_progress] != 0 else KEY_UP
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if next_key == event.scancode:
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code_progress += 1
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timeout_timer = timeout_delay
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if code_progress == len(code.entries):
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if not repeat and not first_time:
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emit_signal("cheat_activated")
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first_time = true
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code_progress = 0
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else:
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emit_signal("cheat_progress", code_progress)
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elif not allow_mistakes:
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code_progress = 0
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emit_signal("cheat_progress", code_progress)
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func set_disabled(new_value: bool) -> void:
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disabled = new_value
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code_progress = 0
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timeout_timer = timeout_delay
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