Interaction manager and hud

This commit is contained in:
Marco 2025-06-12 18:03:55 +02:00
commit 5271b84923
20 changed files with 539 additions and 29 deletions

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@ -13,8 +13,7 @@ public partial class ActivationProvider : Area2D
[Export]
public PackedScene SelectorScene { get; set; }
[Export]
private InputProvider _inputProvider;
[Export] private InputProvider _inputProvider;
[Export] private AudioStreamPlayer2D _errorSound;

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@ -1,3 +1,4 @@
using Cirno.Scripts;
using Cirno.Scripts.Components.Actors;
using Godot;

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@ -0,0 +1,143 @@
using Cirno.Scripts.Components.Actors;
using Cirno.Scripts.Interactables;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class IsoActivationProvider: Area3D, IModule<PlayerState, CharacterBody3D>
{
private bool _enabled = false;
public bool Enabled
{
get => _enabled;
set
{
if (_enabled == value) return;
_enabled = value;
}
}
[Export] private InputProvider _inputProvider;
[Export] private SelectorController _selectorController;
[Export] private AudioStreamPlayer _errorSound;
[Export] public PackedScene SelectorScene { get; set; }
public IStateMachine<PlayerState, CharacterBody3D> StateMachine { get; private set; }
public void EnterState(PlayerState state)
{
Enabled = true;
AreaEntered += _on_interaction_controller_area_entered;
AreaExited += _on_interaction_controller_area_exited;
}
public void ExitState(PlayerState state)
{
Enabled = false;
AreaEntered -= _on_interaction_controller_area_entered;
AreaExited -= _on_interaction_controller_area_exited;
}
public void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
{
StateMachine = machine;
_selectorController.Hide();
// TODO: Create selector UI element and link the signals
// if (SelectorScene is not null && _selector is null)
// {
// _selector = actor.CreateSibling<Selector>(SelectorScene, this.GlobalPosition);
// _selector.Visible = false;
// }
}
public void Process(double delta)
{
}
public void PhysicsProcess(double delta)
{
}
public void HandleInteraction()
{
if (_inputProvider.GetUseJustPressed())
{
if (!TrySelect())
{
_selectorController.SelectNext();
}
return;
}
if (_inputProvider.GetScanJustPressed())
{
_selectorController.SelectNext();
}
}
private bool TrySelect()
{
var selected = _selectorController.SelectedInteractable;
if (selected is null)
{
_errorSound?.Play();
return false;
};
if (!selected.CanActivate())
{
_errorSound?.Play();
return true;
};
bool success = selected.Activate(ActivationType.Use);
if (success)
{
// Deselect and scan for next
_selectorController.SelectNext();
//_selector.RemoveInteractable(selected);
}
else
{
_errorSound?.Play();
}
return true;
//var spaceState = GetWorld2D().DirectSpaceState;
//var query = PhysicsRayQueryParameters2D.Create(Vector2.Zero, )
}
private void _on_interaction_controller_area_entered(Area3D area)
{
if (!Enabled) return;
if (area.IsInGroup("Interactable") && area is IInteractable interactable && interactable.CanActivate())
{
//if (_selector == null) return;
_selectorController.AddInteractable(interactable);
}
}
private void _on_interaction_controller_area_exited(Area3D area)
{
//if (!Enabled) return;
if (area.IsInGroup("Interactable") && area is IInteractable interactable)
{
//if (_selector == null) return;
_selectorController.RemoveInteractable(interactable);
}
}
}

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@ -0,0 +1 @@
uid://vne180ohyucn

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@ -0,0 +1,139 @@
using System.Collections.Generic;
using Cirno.Scripts.Interactables;
using Godot;
namespace Cirno.Scripts.Components.FSM._3DPlayer;
public partial class SelectorController : Node
{
[Signal] public delegate void ShowSelectorEventHandler();
[Signal] public delegate void HideSelectorEventHandler();
[Signal] public delegate void ChangePositionEventHandler(Vector2 position);
private Interactable _lastInteractable;
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;
}
}
}
public IInteractable SelectedInteractable
{
get =>
_interactables.Count > 0
? SelectedInteractableIndex >= _interactables.Count
? _interactables[^1]
: _interactables[SelectedInteractableIndex]
: null;
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);
}
}
public void SelectNext()
{
SelectedInteractableIndex += 1;
// _selectedInteractable += 1;
// if (_selectedInteractable >= _interactables.Count)
// {
// _selectedInteractable = 0;
// }
if (_interactables.Count > 0)
{
SelectedInteractable = _interactables[_selectedInteractable];
}
else
{
_selectedInteractable = -1;
}
UpdatePosition();
}
public void AddInteractable(IInteractable interactable)
{
if (!_interactables.Contains(interactable))
{
_interactables.Add(interactable);
if (_interactables.Count == 1)
{
_selectedInteractable = 0;
}
}
UpdatePosition();
}
public void RemoveInteractable(IInteractable interactable)
{
if (_interactables.Contains(interactable))
{
_interactables.Remove(interactable);
}
UpdatePosition();
}
public void Deselect()
{
_selectedInteractable = -1;
EmitSignalHideSelector();
}
public void UpdatePosition()
{
if (SelectedInteractable != null)
{
EmitSignalChangePosition(SelectedInteractable.GetGlobalPosition());
EmitSignalShowSelector();
}
else
{
EmitSignalHideSelector();
}
}
private void NotifyChanged(IInteractable interactable)
{
//EmitSignal(nameof(SelectedItemInteractableChanged), interactable);
}
public void Hide()
{
EmitSignalHideSelector();
}
}

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@ -0,0 +1 @@
uid://d1ixvdcii6uy7

168
Scripts/GameController.cs Normal file
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@ -0,0 +1,168 @@
using Cirno.Scripts.Enums;
using Cirno.Scripts.Misc;
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts;
public partial class GameController : Node
{
public static GameController Instance { get; private set; }
private Hud _hud;
public GameState GameState { get; private set; }
[Signal] public delegate void GameStateChangeEventHandler(GameState state);
[Signal] public delegate void ManagerReadyEventHandler();
[Export] public StringName PauseActionName { get; private set; } = "pause";
public override void _Ready()
{
Instance = this;
RenderingServer.SetDefaultClearColor(Colors.Black);
if (GlobalState.Instance.SessionSettings.GameMode is GameMode.Roguelite)
{
if (GlobalState.Instance.SessionSettings.LevelNumber < 0)
{
// TODO: Change based on which level we're going to
GlobalState.Instance.SessionSettings.LevelNumber = 0;
}
}
else
{
//GlobalState.Session.LevelNumber = MapResource.LevelId;
}
GlobalState.Instance.ChangeCursor(false);
if (GlobalState.Instance.SessionSettings.AllowSaving)
{
GlobalState.Instance.SaveGame();
}
//_audioManager = new AudioManager();
// this.AddChild(_audioManager);
_hud = GetNodeOrNull<Hud>("HUD");
if (_hud == null) GD.Print("No HUD in scene.");
//_cameraTarget = GetNodeOrNull<Node2D>("CameraTarget");
//if (_cameraTarget == null) GD.Print("No camera target in scene.");
// _inventoryManager = GetNodeOrNull<InventoryManager>("InventoryManager");
//if (_inventoryManager == null) GD.Print("No inventory manager in scene.");
//SpawnBulletsContainer();
if (_hud != null)
{
this.GameStateChange += _hud.OnGameStateChanged;
}
// if (_inventoryManager != null && _hud != null)
// {
//
// _inventoryManager.WeaponUpdate += key => _hud.EquipWeapon(key);
// }
//PlayerRespawned += OnPlayerRespawned;
GameState = GameState.Playing;
//CallDeferred(MethodName.DelayPlayerSpawn);
CallDeferred(MethodName.OnFinished);
}
private void OnFinished()
{
EmitSignalManagerReady();
}
public override void _Process(double delta)
{
if (GameState is GameState.Paused && Input.IsActionJustPressed(PauseActionName))
{
Unpause();
}
}
public void Pause()
{
if (GameState == GameState.Playing)
{
ChangeState(GameState.Paused);
}
}
public void Unpause()
{
if (GameState == GameState.Paused)
{
CallDeferred(MethodName.ChangeState, (int)GameState.Playing);
//ChangeState(GameState.Playing);
}
}
public GameState ToggleControlMode()
{
if (GameState is GameState.Playing)
{
ChangeState(GameState.Controlling);
}
else if (GameState is GameState.Controlling)
{
ChangeState(GameState.Playing);
}
return GameState;
}
public void ChangeState(GameState state)
{
if (state == GameState) return;
GameState = state;
EmitSignal(SignalName.GameStateChange, (int)state);
GD.Print($"Game state changed to {state}");
switch (state)
{
case GameState.Paused:
case GameState.Dialogue:
case GameState.Shop:
case GameState.Inventory:
GlobalState.Instance.ChangeCursor(true);
GetTree().SetPause(true);
//Input.MouseMode = Input.MouseModeEnum.Visible;
break;
case GameState.Playing:
case GameState.Controlling:
//Input.MouseMode = Input.MouseModeEnum.Confined;
GlobalState.Instance.ChangeCursor(false);
DelayedUnpause();
//CallDeferred(MethodName.DelayedUnpause);
//GetTree().SetPause(false);
break;
case GameState.Menu:
GlobalState.Instance.ChangeCursor(true);
//Input.MouseMode = Input.MouseModeEnum.Visible;
DelayedUnpause();
//CallDeferred(MethodName.DelayedUnpause);
//GetTree().SetPause(false);
break;
}
}
private void DelayedUnpause()
{
GetTree().SetPause(false);
}
}

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@ -0,0 +1 @@
uid://b8g8mflgsr5dc

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@ -415,15 +415,4 @@ public partial class GameManager : Node2D
GD.Print("Rebaking tilemap");
//NavigationRegion.BakeNavigationPolygon(true);
}
}
public enum GameState
{
Menu,
Paused,
Playing,
Dialogue,
Controlling,
Inventory,
Shop
}

12
Scripts/GameState.cs Normal file
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@ -0,0 +1,12 @@
namespace Cirno.Scripts;
public enum GameState
{
Menu,
Paused,
Playing,
Dialogue,
Controlling,
Inventory,
Shop
}

1
Scripts/GameState.cs.uid Normal file
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@ -0,0 +1 @@
uid://web5o6tevx28

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@ -79,7 +79,10 @@ public partial class Hud : CanvasLayer
//_healthLabel = GetNode<Label>("HealthLabel");
_gameOverPanel.Hide();
InventoryManager.Instance.ItemAdded += OnItemAdded;
if (InventoryManager.Instance is not null)
{
InventoryManager.Instance.ItemAdded += OnItemAdded;
}
}
private void OnItemAdded(LootItem item, int currentamount)

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@ -1,5 +1,6 @@
using Godot;
using System;
using Cirno.Scripts;
using Cirno.Scripts.Resources;
using Cirno.Scripts.Resources.DebugMenu;
using Godot.Collections;

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@ -54,19 +54,24 @@ public partial class InventoryMenu : TabContainer
//ItemActivated += OnItemSelected;
GameManager.Instance.GameStateChange += state =>
// TODO: Move this on the game manager/controller side
if (GameManager.Instance is not null)
{
switch (state)
GameManager.Instance.GameStateChange += state =>
{
case GameState.Inventory:
CallDeferred(MethodName.ShowInventory);
break;
default:
CallDeferred(MethodName.HideInventory);
//HideInventory();
break;
}
};
switch (state)
{
case GameState.Inventory:
CallDeferred(MethodName.ShowInventory);
break;
default:
CallDeferred(MethodName.HideInventory);
//HideInventory();
break;
}
};
}
}
private void HideInventory()

6
Scripts/UI/Selector3D.cs Normal file
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@ -0,0 +1,6 @@
namespace Cirno.Scripts.UI;
public partial class Selector3D
{
}

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@ -0,0 +1 @@
uid://beow453jk88rq

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@ -24,11 +24,15 @@ public partial class StatusMenu : PanelContainer
public override void _ExitTree()
{
InventoryManager.Instance.ItemAdded -= InstanceOnItemAdded;
if (InventoryManager.Instance is not null)
{
InventoryManager.Instance.ItemAdded -= InstanceOnItemAdded;
}
}
private void InitializeDeferred()
{
if (InventoryManager.Instance is null) return;
var healthExpansions = InventoryManager.Instance.GetItemCount(HealthExpansionName);
var shieldExpansions = InventoryManager.Instance.GetItemCount(ShieldExpansionName);