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, )

View file

@ -10,17 +10,34 @@ public partial class Selector : Node2D
private List<IInteractable> _interactables = [];
private int _selectedInteractable;
private int SelectedInteractableIndex
{
get => _selectedInteractable;
set
{
if (value >= _interactables.Count)
{
_selectedInteractable = 0;
}
if (value < 0)
{
_selectedInteractable = _interactables.Count - 1;
}
}
}
//[Signal]
//public delegate void SelectedItemInteractableChangedEventHandler(IInteractable interactable);
public IInteractable SelectedInteractable
{
get =>
_interactables.Count > 0
? _selectedInteractable >= _interactables.Count
? SelectedInteractableIndex >= _interactables.Count
? _interactables[^1]
: _interactables[_selectedInteractable]
: _interactables[SelectedInteractableIndex]
: null;
set
{
@ -31,14 +48,14 @@ public partial class Selector : Node2D
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);
}
_selectedInteractable = _interactables.IndexOf(value);
SelectedInteractableIndex = _interactables.IndexOf(value);
NotifyChanged(value);
}
}
@ -62,11 +79,12 @@ public partial class Selector : Node2D
public void SelectNext()
{
_selectedInteractable += 1;
if (_selectedInteractable >= _interactables.Count)
{
_selectedInteractable = 0;
}
SelectedInteractableIndex += 1;
// _selectedInteractable += 1;
// if (_selectedInteractable >= _interactables.Count)
// {
// _selectedInteractable = 0;
// }
if (_interactables.Count > 0)
{
@ -76,7 +94,7 @@ public partial class Selector : Node2D
{
_selectedInteractable = -1;
}
UpdatePosition();
}
@ -87,15 +105,16 @@ public partial class Selector : Node2D
public void AddInteractable(IInteractable interactable)
{
if (!_interactables.Contains(interactable)) {
if (!_interactables.Contains(interactable))
{
_interactables.Add(interactable);
if (_interactables.Count == 1)
{
_selectedInteractable = 0;
}
}
UpdatePosition();
}
@ -105,6 +124,7 @@ public partial class Selector : Node2D
{
_interactables.Remove(interactable);
}
UpdatePosition();
}
@ -126,5 +146,4 @@ public partial class Selector : Node2D
this.Visible = false;
}
}
}
}