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class_name StackSegment
extends Node3D
signal active_state_changed(index: int, active: bool)
## The data resource controlling this segment's active state and color.
@export var segment_data: StackSegmentData:
set(value):
if segment_data:
segment_data.active_changed.disconnect(_on_active_changed)
segment_data.color_changed.disconnect(_on_color_changed)
segment_data = value as StackSegmentData
if _material != null and segment_data != null:
_set_active(segment_data.active)
_set_segment_color(segment_data.segment_color)
segment_data.active_changed.connect(_on_active_changed)
segment_data.color_changed.connect(_on_color_changed)
var index: int = -1
@onready var _mesh_instance: MeshInstance3D = $LightMesh
var _material: StandardMaterial3D
func _ready() -> void:
_material = _mesh_instance.mesh.surface_get_material(0).duplicate() as StandardMaterial3D
_mesh_instance.set_surface_override_material(0, _material)
if segment_data:
segment_data.active_changed.disconnect(_on_active_changed)
segment_data.color_changed.disconnect(_on_color_changed)
_set_active(segment_data.active)
_set_segment_color(segment_data.segment_color)
segment_data.active_changed.connect(_on_active_changed)
segment_data.color_changed.connect(_on_color_changed)
func _set_active(new_value: bool) -> void:
if _material == null:
return
if new_value:
_material.emission_energy_multiplier = 1.0
var opaque_color := Color(segment_data.segment_color.r, segment_data.segment_color.g, segment_data.segment_color.b, 235.0/255.0)
_material.albedo_color = opaque_color
_material.emission = Color(segment_data.segment_color.r, segment_data.segment_color.g, segment_data.segment_color.b, 1.0)
else:
_material.emission_energy_multiplier = 0.0
_material.albedo_color = Color(0.7, 0.7, 0.7, 1.0)
_material.emission = Color(0.0, 0.0, 0.0, 1.0)
func _set_segment_color(new_value: Color) -> void:
if _material and segment_data and segment_data.active:
var albedo_color := Color(new_value.r, new_value.g, new_value.b, 235.0/255.0)
var emission_color := Color(new_value.r, new_value.g, new_value.b, 1.0)
_material.albedo_color = albedo_color
_material.emission = emission_color
func _on_active_changed(new_active: bool) -> void:
_set_active(new_active)
active_state_changed.emit(index, new_active)
func _on_color_changed(new_color: Color) -> void:
_set_segment_color(new_color)
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