@tool 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)