Files
Dawn-Godot/scripts/Singleton/Event.gd
2025-05-19 22:53:17 -05:00

50 lines
1.5 KiB
GDScript

class_name EventSystem extends Node
const EVENT_FLAG_COUNT = 32
enum SpecialEvent {
INVALID = 0,
TEST_QUEST = 1,
};
var eventFlags:Dictionary[int, int] = {}
signal eventFlagUpdated(event:SpecialEvent, flags:int)
func eventFlagOn(event:SpecialEvent, flagsToTurnOn:int) -> void:
if !eventFlags.has(event):
eventFlags[event] = 0;
eventFlags[event] |= flagsToTurnOn;
eventFlagUpdated.emit(event, eventFlags[event]);
func eventFlagOff(event:SpecialEvent, flagsToTurnOff:int) -> void:
if !eventFlags.has(event):
eventFlags[event] = 0;
eventFlags[event] &= ~flagsToTurnOff;
eventFlagUpdated.emit(event, eventFlags[event]);
func eventFlagSetTo(event:SpecialEvent, flagsToSet:int) -> void:
if !eventFlags.has(event):
eventFlags[event] = 0;
eventFlags[event] = flagsToSet;
eventFlagUpdated.emit(event, eventFlags[event]);
func eventAreFlagsOn(event:SpecialEvent, flagsToCheck:int) -> bool:
if !eventFlags.has(event):
eventFlags[event] = 0;
return (eventFlags[event] & flagsToCheck) == flagsToCheck;
func eventIsAnyOfFlagsOn(event:SpecialEvent, flagsToCheck:int) -> bool:
if !eventFlags.has(event):
eventFlags[event] = 0;
return (eventFlags[event] & flagsToCheck) != 0;
func eventAreFlagsOff(event:SpecialEvent, flagsToCheck:int) -> bool:
if !eventFlags.has(event):
eventFlags[event] = 0;
return (eventFlags[event] & flagsToCheck) == 0;
func eventIsAnyOfFlagsOff(event:SpecialEvent, flagsToCheck:int) -> bool:
if !eventFlags.has(event):
eventFlags[event] = 0;
return (eventFlags[event] & flagsToCheck) != flagsToCheck;