Better handling of selection

This commit is contained in:
Marco 2025-03-28 12:26:34 +01:00
commit 1c7afec7e2
2 changed files with 47 additions and 23 deletions

View file

@ -37,7 +37,12 @@ public partial class ActivationProvider : Area2D
{
if (_inputProvider.GetUseJustPressed())
{
TrySelect();
if (!TrySelect())
{
_selector.SelectNext();
}
return;
}
if (_inputProvider.GetScanJustPressed())
@ -46,33 +51,33 @@ public partial class ActivationProvider : Area2D
}
}
private void TrySelect()
private bool TrySelect()
{
var selected = _selector.SelectedInteractable;
if (selected is null)
{
_errorSound?.Play();
return;
return false;
};
if (!selected.CanActivate())
{
_errorSound?.Play();
return;
return true;
};
bool success = selected.Activate();
if (success)
{
// Deselect and scan for next
_selector.RemoveInteractable(selected);
//_selector.SelectedInteractable = null;
//_selector.SelectNext();
_selector.SelectNext();
//_selector.RemoveInteractable(selected);
}
else
{
_errorSound?.Play();
}
return true;
//var spaceState = GetWorld2D().DirectSpaceState;
//var query = PhysicsRayQueryParameters2D.Create(Vector2.Zero, )