using System.Threading.Tasks; using Godot; namespace Mr.BrickAdventures.scripts.components; [GlobalClass] public partial class CageComponent : Node { [Export] public LeverComponent Lever { get; set; } [Export] public Vector2 MoveValue { get; set; } = new(0, -100f); [Export] public float TweenDuration { get; set; } = 0.5f; [Export] public bool ShouldFree { get; set; } = true; private const string LeverGroupName = "levers"; public override async void _Ready() { await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame); if (Lever == null) { var leverNodes = GetTree().GetNodesInGroup(LeverGroupName); foreach (var leverNode in leverNodes) { var lever = leverNode.GetNodeOrNull("LeverComponent"); if (lever != null) lever.Activated += OnLeverActivated; } } } private void OnLeverActivated() { var tween = CreateTween(); if (Owner is Node2D root) { var endPosition = root.Position + MoveValue; tween.TweenProperty(root, "position", endPosition, TweenDuration); } tween.TweenCallback(Callable.From(OnTweenCompleted)); } private void OnTweenCompleted() { if (!ShouldFree) return; Owner.QueueFree(); } }