@tool class_name PushButton extends Node3D ## Text label displayed on the button. @export var text: String = "STOP": set(value): text = value if _text: _text.text = text ## When true, button stays pressed until clicked again (toggle mode). @export var toggle: bool = false: set(value): toggle = value if not toggle: pressed = false ## When true, output is inverted (false when pressed). @export var normally_closed: bool = false: set(value): normally_closed = value _update_output() ## Current pressed state of the button. @export var pressed: bool = false: set(value): pressed = value _update_output() if not toggle and pressed: _reset_pushbutton() var tween := create_tween() tween.tween_property(_button_mesh, "position", Vector3(0, 0, _button_pressed_z_pos), 0.035) tween.tween_interval(0.2) tween.tween_property(_button_mesh, "position", Vector3.ZERO, 0.02) elif _button_mesh: if pressed: _button_mesh.position = Vector3(0, 0, _button_pressed_z_pos) else: _button_mesh.position = Vector3.ZERO ## Final output signal after applying normally_closed logic (read-only). @export var output: bool = false: set(value): if _pushbutton_tag.is_ready() and value != output: _pushbutton_tag.write_bit(value) output = value ## When true, the button illuminates (lamp indicator). @export var lamp: bool = false: set(value): lamp = value if _button_mesh: _ensure_unique_material() var mat := _button_mesh.get_surface_override_material(0) if value: mat.emission_energy_multiplier = 1.0 else: mat.emission_energy_multiplier = 0.0 ## Color of the button and its lamp emission. @export var button_color: Color = Color.RED: set(value): button_color = value if _button_mesh: _ensure_unique_material() var mat := _button_mesh.get_surface_override_material(0) mat.albedo_color = value mat.emission = value var _button_pressed_z_pos: float = -0.04 var _pushbutton_tag := OIPCommsTag.new() var _lamp_tag := OIPCommsTag.new() var _material_made_unique: bool = false @onready var _text: Label3D = $Text @onready var _button_mesh: MeshInstance3D = $Meshes/Button @export_category("Communications") ## Enable communication with external PLC/control systems. @export var enable_comms: bool = false @export var pushbutton_tag_group_name: String ## The tag group for writing button output state. @export_custom(0, "tag_group_enum") var pushbutton_tag_groups: String: set(value): pushbutton_tag_group_name = value pushbutton_tag_groups = value ## The tag name for the button output in the selected tag group.[br]Datatype: [code]BOOL[/code][br][br]Format varies by protocol:[br][b]EIP:[/b] CIP tag names[br][b]Modbus:[/b] prefix+number (e.g. [code]co0[/code])[br][b]OPC UA:[/b] full NodeId (e.g. [code]ns=2;s=MyVariable[/code] or [code]ns=2;i=12345[/code]). @export var pushbutton_tag_name: String = "" @export var lamp_tag_group_name: String ## The tag group for reading lamp control signals. @export_custom(0, "tag_group_enum") var lamp_tag_groups: String: set(value): lamp_tag_group_name = value lamp_tag_groups = value ## The tag name for the lamp control in the selected tag group.[br]Datatype: [code]BOOL[/code][br][br]Format varies by protocol:[br][b]EIP:[/b] CIP tag names[br][b]Modbus:[/b] prefix+number (e.g. [code]co0[/code])[br][b]OPC UA:[/b] full NodeId (e.g. [code]ns=2;s=MyVariable[/code] or [code]ns=2;i=12345[/code]). @export var lamp_tag_name: String = "" func _validate_property(property: Dictionary) -> void: if property.name == "output": property.usage = PROPERTY_USAGE_EDITOR | PROPERTY_USAGE_READ_ONLY elif not OIPCommsSetup.validate_tag_property(property, "pushbutton_tag_group_name", "pushbutton_tag_groups", "pushbutton_tag_name"): OIPCommsSetup.validate_tag_property(property, "lamp_tag_group_name", "lamp_tag_groups", "lamp_tag_name") func _enter_tree() -> void: pushbutton_tag_group_name = OIPCommsSetup.default_tag_group(pushbutton_tag_group_name) lamp_tag_group_name = OIPCommsSetup.default_tag_group(lamp_tag_group_name) EditorInterface.simulation_started.connect(_on_simulation_started) OIPCommsSetup.connect_comms(self, _tag_group_initialized, _tag_group_polled) func _ready() -> void: _text.text = text button_color = button_color lamp = lamp func _ensure_unique_material() -> void: if not _button_mesh or _material_made_unique: return var current_override := _button_mesh.get_surface_override_material(0) if current_override: var unique_mat := current_override.duplicate() as Material _button_mesh.set_surface_override_material(0, unique_mat) else: var mat: StandardMaterial3D = _button_mesh.mesh.surface_get_material(0).duplicate() _button_mesh.set_surface_override_material(0, mat) _material_made_unique = true func _exit_tree() -> void: EditorInterface.simulation_started.disconnect(_on_simulation_started) OIPCommsSetup.disconnect_comms(self, _tag_group_initialized, _tag_group_polled) func use() -> void: pressed = not pressed func _reset_pushbutton() -> void: await get_tree().create_timer(0.3).timeout pressed = false func _update_output() -> void: var new_output := pressed if normally_closed: new_output = !pressed output = new_output func _on_simulation_started() -> void: if enable_comms: _pushbutton_tag.register(pushbutton_tag_group_name, pushbutton_tag_name) _lamp_tag.register(lamp_tag_group_name, lamp_tag_name) func _tag_group_initialized(tag_group_name_param: String) -> void: if _pushbutton_tag.on_group_initialized(tag_group_name_param): _pushbutton_tag.write_bit(output) _lamp_tag.on_group_initialized(tag_group_name_param) func _tag_group_polled(tag_group_name_param: String) -> void: if not enable_comms: return if _lamp_tag.matches_group(tag_group_name_param): lamp = _lamp_tag.read_bit()