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NodeModifierComponentBase.gd
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## Base class for components that add or remove other components, nodes, or remove the parent Entity itself.
## To use, call these methods from other scripts or connect via Signals: [method removeNodes], [method removeComponents], [method createComponents], [method removeEntity]
## TIP: To add/remove nodes based on physics collisions, use [ModifyOnCollisionComponent].
## For modifying nodes after a specific period of time, use [ModifyOnTimerComponent]
class_name NodeModifierComponentBase
extends Component
#region Parameters
@export var shouldRemoveEntity: bool ## Removes the entity itself. NOTE: Prevents the addition or removal of components or nodes.
@export var nodesToRemove: Array[Node] ## Occurs BEFORE [member componentsToRemove]. Overridden by [member shouldRemoveEntity]
@export var componentsToRemove: Array[Script] ## Occurs BEFORE [member componentsToCreate] and AFTER [member nodesToRemove]. Overridden by [member shouldRemoveEntity]
@export var componentsToCreate: Array[Script] ## Occurs AFTER [member componentsToRemove]. Overridden by [member shouldRemoveEntity]
@export var payload: Payload ## An optional [Payload] to execute. The `source` is this component's parent [Entity] and the `target` depends on the subclass implementation (`null` by default). Occurs last.
@export var isEnabled: bool = true
#endregion
#region State
var savedParentEntity: Entity # NOTE: Save the parent Entity in case THIS component ITSELF is among the removed nodes! because that invalidates parentEntity
#endregion
#region Signals
signal willRemoveEntity
signal didAddComponents(components: Array[Component])
#endregion
func removeEntity() -> void:
if debugMode: printDebug(str("removeEntity(): ", shouldRemoveEntity, ", isEnabled: " if isEnabled else ""))
if not isEnabled or not shouldRemoveEntity or not is_instance_valid(parentEntity): return
savedParentEntity = self.parentEntity
self.willRemoveEntity.emit()
self.requestDeletionOfParentEntity()
func removeNodes() -> void:
if debugMode: printDebug(str("removeNodes(): ", nodesToRemove, ", isEnabled: " if isEnabled else ""))
if not isEnabled or nodesToRemove.is_empty(): return
if parentEntity: savedParentEntity = self.parentEntity
for node in nodesToRemove:
node.get_parent().remove_child(node)
node.queue_free() # TBD: Should this be optional?
func removeComponents() -> void:
if debugMode: printDebug(str("removeComponents(): ", componentsToRemove, ", isEnabled: " if isEnabled else ""))
if not isEnabled or componentsToRemove.is_empty(): return
if parentEntity: savedParentEntity = self.parentEntity
savedParentEntity.removeComponents(componentsToRemove)
## Returns an array of the newly created [Component]s.
func createComponents(entityOverride: Entity = self.savedParentEntity) -> Array[Component]:
if debugMode: printDebug(str("createComponents(): ", componentsToCreate, ", isEnabled" if isEnabled else ""))
if not isEnabled or componentsToCreate.is_empty(): return []
var newComponents: Array[Component] = entityOverride.createNewComponents(componentsToCreate)
didAddComponents.emit(newComponents)
return newComponents
func executePayload(target: Variant) -> void:
if debugMode: printDebug(str("executePayload(): ", payload, ", target: ", target))
if payload: payload.execute(self.parentEntity, target)
## Calls all the other methods in order: If [member shouldRemoveEntity] then only [method removeEntity], otherwise: [method removeNodes] → [method removeComponents] → [method createComponents]
func performAllModifications() -> void:
if shouldRemoveEntity:
removeEntity()
else:
removeNodes()
removeComponents()
createComponents()
executePayload(null)