cirnogodot/Scripts/Activables/NPC.cs

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using Cirno.Scripts.Interactables;
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using Cirno.Scripts.Misc;
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using Cirno.Scripts.Resources.Events;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Activables;
public partial class NPC : Area2D, IInteractable
{
[Export] public Array<EventResource> Events;
private ScriptableBase _scriptable;
public override void _Ready()
{
_scriptable = new ScriptableBase();
_scriptable.Events = Events;
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// Add as sibling so relative paths still work
GetParent().CallDeferred("add_child", _scriptable);
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}
public bool Activate(ActivationType activationType = ActivationType.Toggle)
{
_scriptable?.Activate(activationType);
return true;
}
public bool CanActivate()
{
return true;
}
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public Vector2 GetScreenPosition()
{
if (CameraController.Instance is null)
{
return this.GlobalPosition;
}
return this.GlobalPosition - CameraController.Instance.GlobalPosition +
(GetViewport().GetVisibleRect().Size / 2);
}
public Vector2 GetGlobalPosition2D()
{
return GetGlobalPosition();
}
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}