rokojori_action_library/Runtime/Actions/Node/SetNodeState.cs

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using Godot;
namespace Rokojori
{
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[Tool][GlobalClass, Icon("res://addons/rokojori_action_library/Icons/SetNodeState.svg")]
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public partial class SetNodeState : Action
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{
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[Export]
public Node[] enable = [];
[Export]
public Node[] disable = [];
[ExportGroup( "Reference")]
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[Export]
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public SetNodeState reference;
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[Export]
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public bool inverseReference = false;
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protected override void _OnTrigger()
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{
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this.CallDeferred(
()=>
{
var map = new System.Collections.Generic.HashSet<SetNodeState>();
SetStates( map, false, inverseReference );
}
);
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}
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public void SetStates( System.Collections.Generic.HashSet<SetNodeState> callMap, bool inverse, bool referenceInverse )
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{
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if ( callMap.Contains( this ) )
{
return;
}
callMap.Add( this );
if ( inverse )
{
Arrays.ForEach( enable, n => NodeState.Disable( n ) );
Arrays.ForEach( disable, n => NodeState.Enable( n ) );
}
else
{
Arrays.ForEach( enable, n => NodeState.Enable( n ) );
Arrays.ForEach( disable, n => NodeState.Disable( n ) );
}
if ( reference == null )
{
return;
}
reference.SetStates( callMap, referenceInverse, referenceInverse );
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}
}
}