3D Switches

This commit is contained in:
Marco 2025-06-13 17:46:44 +02:00
commit cb60226ced
20 changed files with 267 additions and 14 deletions

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@ -7,6 +7,8 @@ public interface IInteractable
public bool Activate(ActivationType activationType = ActivationType.Toggle);
public bool CanActivate();
public Vector2 GetGlobalPosition();
public Vector2 GetGlobalPosition2D();
public Vector2 GetScreenPosition();
//protected bool MeetsRequirements();
}

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@ -0,0 +1,37 @@
using Cirno.Scripts.Misc;
using Godot;
namespace Cirno.Scripts.Interactables;
public partial class Interactable3D : Area3D, IInteractable
{
public virtual bool Activate(ActivationType activationType = ActivationType.Toggle)
{
return true;
}
protected virtual bool MeetsRequirements()
{
return true;
}
public virtual bool CanActivate()
{
return true;
}
public Vector2 GetGlobalPosition2D()
{
return new Vector2(this.GlobalPosition.X, this.GlobalPosition.Z);
}
public Vector2 GetScreenPosition()
{
if (CameraController3D.Instance is null)
{
return this.GetGlobalPosition2D();
}
return CameraController3D.Instance.UnprojectPosition(this.GlobalPosition);
}
}

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@ -0,0 +1 @@
uid://7rcv7ip052ug

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@ -0,0 +1,46 @@
using System.Linq;
using Godot;
using Godot.Collections;
namespace Cirno.Scripts.Interactables;
public partial class Switch3D : Interactable3D
{
[Export] public Node Target { get; set; }
[Export] public Array<Node> Targets { get; private set; } = [];
[Export] public ActivationType ActivationType { get; set; } = ActivationType.Toggle;
[Signal]
public delegate void OnActivatedEventHandler(ActivationType activationType);
private AudioStreamPlayer _activationSound;
private readonly string _activationSoundName = "ActivationSound";
public override void _Ready()
{
_activationSound = GetNodeOrNull<AudioStreamPlayer>(_activationSoundName);
}
public override bool Activate(ActivationType activationType = ActivationType.Toggle)
{
var activationTypeToUse = activationType is ActivationType.Use ? ActivationType : activationType;
if (!MeetsRequirements()) return false;
_activationSound?.Play();
EmitSignal(SignalName.OnActivated, (int)activationTypeToUse);
// Compatibility for old single system
bool success = ActivateTarget(Target, activationTypeToUse);
return Targets.Aggregate(success, (current, target) => ActivateTarget(target, activationTypeToUse) | success);
}
private bool ActivateTarget(Node target, ActivationType activationType = ActivationType.Toggle)
{
if (target is not IActivable activable) return false;
activable?.Activate(activationType);
return true;
}
}

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uid://qxh76ahgexqa