cirnogodot/Scripts/Components/FSM/3DPlayer/SelectorController.cs

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using System.Collections.Generic;
using Cirno.Scripts.Interactables;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class SelectorController : Node
{
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[Signal]
public delegate void ShowSelectorEventHandler();
[Signal]
public delegate void HideSelectorEventHandler();
[Signal]
public delegate void ChangePositionEventHandler(Vector2 position);
[Signal]
public delegate void ChangeParent3DEventHandler(Node3D node);
private bool _canSelect = true;
public bool CanSelect => _canSelect;
private bool _autoSelect = false;
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private double _cooldownTimer = 0f;
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private Interactable _lastInteractable;
private List<IInteractable> _interactables = [];
private int _selectedInteractable;
private int SelectedInteractableIndex
{
get => _selectedInteractable;
set
{
if (value >= _interactables.Count)
{
_selectedInteractable = 0;
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return;
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}
if (value < 0)
{
_selectedInteractable = _interactables.Count - 1;
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// if (_selectedInteractable < 0)
// {
// _selectedInteractable = 0;
// }
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return;
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}
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_selectedInteractable = value;
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}
}
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public IInteractable GetSelectedInteractable()
{
return SelectedInteractableIndex < 0
? null
: _interactables.Count > 0
? SelectedInteractableIndex >= _interactables.Count
? _interactables[^1]
: _interactables[SelectedInteractableIndex]
: null;
}
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public IInteractable SelectedInteractable
{
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// The problem here is that if it's deselected the index is -1
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// get =>
// SelectedInteractableIndex < 0
// ? null
// : _interactables.Count > 0
// ? SelectedInteractableIndex >= _interactables.Count
// ? _interactables[^1]
// : _interactables[SelectedInteractableIndex]
// : null;
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set
{
// Passing null deselects the interactable
if (value == null)
{
_selectedInteractable = -1;
NotifyChanged(null);
return;
}
// If it's already in the list, set the current one to it, otherwise add it
if (!_interactables.Contains(value))
{
AddInteractable(value);
}
SelectedInteractableIndex = _interactables.IndexOf(value);
NotifyChanged(value);
}
}
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public void SelectNext()
{
SelectedInteractableIndex += 1;
// _selectedInteractable += 1;
// if (_selectedInteractable >= _interactables.Count)
// {
// _selectedInteractable = 0;
// }
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if (_interactables.Count <= 0)
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{
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SelectedInteractable = null;
//SelectedInteractableIndex = -1;
}
// No need to set it because the selection is already handled when reading
// else
// {
// SelectedInteractable = _interactables[_selectedInteractable];
// }
UpdatePosition();
}
public void SelectNextDelayed()
{
if (!_canSelect)
{
_autoSelect = true;
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}
else
{
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SelectNext();
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}
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//CallDeferred(MethodName.SelectNext);
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}
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public void AddInteractable(IInteractable interactable)
{
if (!_interactables.Contains(interactable))
{
_interactables.Add(interactable);
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// if (_interactables.Count == 1)
// {
// SelectedInteractable = interactable;
// //_selectedInteractable = 0;
// }
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}
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// Always set the current one to the newest
SelectedInteractable = interactable;
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UpdatePosition();
}
public void RemoveInteractable(IInteractable interactable)
{
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_interactables.Remove(interactable);
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UpdatePosition();
}
public void Deselect()
{
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SelectedInteractable = null;
//SelectedInteractableIndex = -1;
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EmitSignalHideSelector();
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}
public void DeselectWithCooldown()
{
Deselect();
_canSelect = false;
_cooldownTimer = 0d;
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}
public void UpdatePosition()
{
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var selected = GetSelectedInteractable();
if (selected != null)
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{
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EmitSignalChangePosition(selected.GetScreenPosition());
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//EmitSignalChangePosition3D();
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EmitSignalChangeParent3D(selected as Node3D);
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EmitSignalShowSelector();
}
else
{
EmitSignalHideSelector();
}
}
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private void NotifyChanged(IInteractable interactable)
{
//EmitSignal(nameof(SelectedItemInteractableChanged), interactable);
}
public void Hide()
{
EmitSignalHideSelector();
}
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public void PhysicsProcess(double delta)
{
if (_canSelect is true) return;
_cooldownTimer += delta;
if (!(_cooldownTimer >= 0.2d)) return;
_canSelect = true;
_cooldownTimer = 0;
if (!_autoSelect) return;
_autoSelect = false;
SelectNext();
//if (SelectedInteractable is null) return;
//EmitSignalChangePosition(SelectedInteractable.GetScreenPosition());
}
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}