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https://gitlab.com/MaddoScientisto/cirnogodot.git
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Selector Fix
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3 changed files with 109 additions and 49 deletions
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@ -31,5 +31,6 @@
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@ -6,9 +6,8 @@ using Godot;
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namespace Cirno.Scripts.Components.FSM._3DPlayer;
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public partial class IsoActivationProvider: Area3D, IModule<PlayerState, CharacterBody3D>
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public partial class IsoActivationProvider : Area3D, IModule<PlayerState, CharacterBody3D>
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{
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private bool _enabled = false;
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public bool Enabled
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@ -20,19 +19,21 @@ public partial class IsoActivationProvider: Area3D, IModule<PlayerState, Charact
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_enabled = value;
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}
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}
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[Export] private InputProvider _inputProvider;
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[Export] private SelectorController _selectorController;
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[Export] private AudioStreamPlayer _errorSound;
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[Export] public PackedScene SelectorScene { get; set; }
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private Node3D _selector;
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public IStateMachine<PlayerState, CharacterBody3D> StateMachine { get; private set; }
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private CollisionShape3D _collisionShape;
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public void EnterState(PlayerState state)
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{
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Enabled = true;
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@ -50,13 +51,15 @@ public partial class IsoActivationProvider: Area3D, IModule<PlayerState, Charact
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public void Init(IStateMachine<PlayerState, CharacterBody3D> machine)
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{
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StateMachine = machine;
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_collisionShape = GetNode<CollisionShape3D>("CollisionShape");
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_selectorController.Hide();
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SpawnSelector();
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_selectorController.ShowSelector += ShowSelector;
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_selectorController.HideSelector += HideSelector;
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_selectorController.ChangeParent3D += OnChangeParent3D;
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// if (SelectorScene is not null && _selector is null)
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// {
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// _selector = actor.CreateSibling<Selector>(SelectorScene, this.GlobalPosition);
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@ -64,16 +67,57 @@ public partial class IsoActivationProvider: Area3D, IModule<PlayerState, Charact
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// }
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}
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private void SpawnSelector()
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private void OnChangeParent3D(Node3D node)
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{
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if (IsInstanceValid(_selector) && _selector is not null)
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{
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if (node is null)
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{
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_selector.Hide();
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}
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else
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{
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_selector.GlobalPosition = node.GlobalPosition;
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_selector.Show();
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//_selector.Reparent(node);
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}
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}
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else
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{
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_selector = SelectorScene.Instantiate<Node3D>();
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//node.AddChild(_selector);
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StateMachine.MainObject.GetParent().AddChild(_selector);
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//sel.GlobalPosition = StateMachine.MainObject.GlobalPosition;
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_selector.GlobalPosition = node.GlobalPosition;
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}
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//_selector.Position = Vector3.Zero;
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}
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private void ShowSelector()
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{
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if (IsInstanceValid(_selector))
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{
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_selector?.Show();
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}
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}
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private void HideSelector()
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{
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if (IsInstanceValid(_selector))
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{
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_selector?.Hide();
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}
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}
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private void SpawnSelector(Node3D parent)
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{
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var sel = SelectorScene.Instantiate<Node3D>();
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StateMachine.MainObject.GetParent().AddChild(sel);
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sel.GlobalPosition = StateMachine.MainObject.GlobalPosition;
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_selectorController.ShowSelector += () =>
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{
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sel.Show();
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};
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_selectorController.ShowSelector += () => { sel.Show(); };
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_selectorController.HideSelector += () =>
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{
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@ -103,13 +147,12 @@ public partial class IsoActivationProvider: Area3D, IModule<PlayerState, Charact
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public void Process(double delta)
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{
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}
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public void PhysicsProcess(double delta)
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{
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_selectorController.PhysicsProcess(delta);
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HandleInteraction();
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}
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@ -135,29 +178,33 @@ public partial class IsoActivationProvider: Area3D, IModule<PlayerState, Charact
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private bool TrySelect()
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{
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var selected = _selectorController.SelectedInteractable;
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var selected = _selectorController.GetSelectedInteractable();
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if (selected is null)
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{
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_errorSound?.Play();
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return false;
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};
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}
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;
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if (!selected.CanActivate())
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{
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_errorSound?.Play();
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return true;
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};
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}
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;
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bool success = selected.Activate(ActivationType.Use);
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if (success)
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{
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// Deselect and scan for next
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//_selectorController.RemoveInteractable(selected);
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_selectorController.DeselectWithCooldown();
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//_selectorController.DeselectWithCooldown();
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_selectorController.Deselect();
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// Do this at end of frame instead
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//_selectorController.SelectNext();
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_selectorController.SelectNextDelayed();
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_selectorController.SelectNext();
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}
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else
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{
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@ -171,7 +218,6 @@ public partial class IsoActivationProvider: Area3D, IModule<PlayerState, Charact
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}
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private List<IInteractable> ScanTargets()
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{
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var spaceState = GetWorld3D().DirectSpaceState;
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@ -182,7 +228,6 @@ public partial class IsoActivationProvider: Area3D, IModule<PlayerState, Charact
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CollideWithAreas = true,
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CollisionMask = this.CollisionMask,
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Exclude = [GetRid()],
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};
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var targets = spaceState.IntersectShape(query);
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@ -204,25 +249,23 @@ public partial class IsoActivationProvider: Area3D, IModule<PlayerState, Charact
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return found;
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}
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private void _on_interaction_controller_area_entered(Area3D area)
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{
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if (!Enabled) return;
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if (area.IsInGroup("Interactable") && area is IInteractable interactable && interactable.CanActivate())
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{
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//if (_selector == null) return;
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_selectorController.AddInteractable(interactable);
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}
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}
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private void _on_interaction_controller_area_exited(Area3D area)
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{
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//if (!Enabled) return;
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if (area.IsInGroup("Interactable") && area is IInteractable interactable)
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{
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//if (_selector == null) return;
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_selectorController.RemoveInteractable(interactable);
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}
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@ -23,9 +23,9 @@ public partial class SelectorController : Node
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public bool CanSelect => _canSelect;
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private bool _autoSelect = false;
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private double _cooldownTimer = 0f;
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private Interactable _lastInteractable;
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private List<IInteractable> _interactables = [];
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@ -40,6 +40,7 @@ public partial class SelectorController : Node
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if (value >= _interactables.Count)
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{
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_selectedInteractable = 0;
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return;
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}
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if (value < 0)
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@ -49,21 +50,35 @@ public partial class SelectorController : Node
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// {
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// _selectedInteractable = 0;
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// }
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return;
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}
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_selectedInteractable = value;
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}
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}
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public IInteractable GetSelectedInteractable()
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{
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return SelectedInteractableIndex < 0
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? null
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: _interactables.Count > 0
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? SelectedInteractableIndex >= _interactables.Count
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? _interactables[^1]
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: _interactables[SelectedInteractableIndex]
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: null;
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}
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public IInteractable SelectedInteractable
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{
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// The problem here is that if it's deselected the index is -1
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get =>
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SelectedInteractableIndex < 0
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? null
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: _interactables.Count > 0
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? SelectedInteractableIndex >= _interactables.Count
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? _interactables[^1]
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: _interactables[SelectedInteractableIndex]
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: null;
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// get =>
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// SelectedInteractableIndex < 0
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// ? null
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// : _interactables.Count > 0
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// ? SelectedInteractableIndex >= _interactables.Count
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// ? _interactables[^1]
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// : _interactables[SelectedInteractableIndex]
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// : null;
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set
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{
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// Passing null deselects the interactable
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@ -128,8 +143,6 @@ public partial class SelectorController : Node
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{
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_interactables.Add(interactable);
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// Always set the current one to the newest
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SelectedInteractable = interactable;
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// if (_interactables.Count == 1)
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// {
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@ -138,6 +151,9 @@ public partial class SelectorController : Node
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// }
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}
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// Always set the current one to the newest
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SelectedInteractable = interactable;
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UpdatePosition();
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}
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@ -153,7 +169,6 @@ public partial class SelectorController : Node
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SelectedInteractable = null;
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//SelectedInteractableIndex = -1;
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EmitSignalHideSelector();
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}
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public void DeselectWithCooldown()
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@ -165,11 +180,12 @@ public partial class SelectorController : Node
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public void UpdatePosition()
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{
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if (SelectedInteractable != null)
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var selected = GetSelectedInteractable();
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if (selected != null)
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{
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EmitSignalChangePosition(SelectedInteractable.GetScreenPosition());
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EmitSignalChangePosition(selected.GetScreenPosition());
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//EmitSignalChangePosition3D();
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EmitSignalChangeParent3D(SelectedInteractable as Node3D);
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EmitSignalChangeParent3D(selected as Node3D);
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EmitSignalShowSelector();
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}
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else
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