use gdnative::api::*;
use gdnative::prelude::*;
use crate::buff_trait::Buff;
pub struct BuffBall {
name: String,
description: String,
collision_die: Ref<CollisionShape>,
collision_sphere: Ref<CollisionShape>,
mesh_die: Ref<MeshInstance>,
mesh_sphere: Ref<MeshInstance>,
}
impl BuffBall {
pub fn new(die_body: Box<Ref<RigidBody>>) -> Self {
// find a collision shape
fn search<T: SubClass<Node>> (die_body: &Box<Ref<RigidBody>>, name: String) -> Option<Ref<T>> {
unsafe{
match die_body.assume_safe().get_node(&name) {
None => {
godot_warn!("Could not find {}", name);
None
}
Some(node) => {
match node.assume_safe().cast::<T>() {
None => {
godot_warn!("{} is not a {}", name, std::any::type_name::<T>());
None
},
Some(cs) => Some(cs.claim())
}
}
}
}
}
BuffBall {
name: String::from("Ball"),
description: String::from("Roll the dice"),
collision_die: search::<CollisionShape>(&die_body, String::from("CollisionShapeDie" )).unwrap(),
collision_sphere: search::<CollisionShape>(&die_body, String::from("CollisionShapeSphere")).unwrap(),
mesh_die: search::<MeshInstance>(&die_body, String::from("MeshDie" )).unwrap(),
mesh_sphere: search::<MeshInstance>(&die_body, String::from("MeshSphere")).unwrap(),
}
}
}
impl Buff for BuffBall {
unsafe fn execute_buff(&mut self) {
self.collision_die.assume_safe().set_disabled(true);
self.collision_sphere.assume_safe().set_disabled(false);
self.mesh_die.assume_safe().set_visible(false);
self.mesh_sphere.assume_safe().set_visible(true);
godot_print!("Ball activated");
}
unsafe fn revert_buff(&mut self) {
self.collision_die.assume_safe().set_disabled(false);
self.collision_sphere.assume_safe().set_disabled(true);
self.mesh_sphere.assume_safe().set_visible(false);
self.mesh_die.assume_safe().set_visible(true);
godot_print!("Ball deactivated");
}
fn get_name(self) -> GodotString {
GodotString::from_str(self.name)
}
fn get_description(self) -> GodotString {
GodotString::from_str(self.description)
}
}