Interactable handling

This commit is contained in:
Marco 2025-01-30 15:45:29 +01:00
commit d804441378
5 changed files with 89 additions and 17 deletions

View file

@ -26,9 +26,8 @@ animations = [{
"speed": 5.0
}]
[node name="HUD" type="CanvasLayer" node_paths=PackedStringArray("_selector")]
[node name="HUD" type="CanvasLayer"]
script = ExtResource("1_m0hb0")
_selector = NodePath("AnimatedSprite2D")
[node name="HealthLabel" type="Label" parent="."]
anchors_preset = 2

View file

@ -31,6 +31,5 @@ z_as_relative = false
script = ExtResource("1_pp2dj")
[node name="AnimatedSprite2D" type="AnimatedSprite2D" parent="."]
top_level = true
z_index = -5
sprite_frames = SubResource("SpriteFrames_kehny")

View file

@ -215,8 +215,6 @@ BulletCapacity = 100
ReloadTime = 0.4
BulletSpeed = 300.0
[node name="Selector" parent="." instance=ExtResource("3_8wt6s")]
[connection signal="area_entered" from="InteractionController" to="." method="_on_interaction_controller_area_entered"]
[connection signal="area_exited" from="InteractionController" to="." method="_on_interaction_controller_area_exited"]
[connection signal="area_entered" from="DamageHitBox" to="." method="_on_damage_hit_box_area_entered"]

View file

@ -22,9 +22,9 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
[Export]
public string GameOverScene { get; set; }
private Node2D _selector;
private Selector _selector;
private Interactable _lastInteractable;
//private Interactable _lastInteractable;
[Export]
public Marker2D Muzzle { get; set; }
@ -94,7 +94,7 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
if (SelectorScene != null)
{
_selector = this.CreateSibling<Node2D>(SelectorScene, this.GlobalPosition);
_selector = this.CreateSibling<Selector>(SelectorScene, this.GlobalPosition);
_selector.Visible = true;
}
}
@ -121,9 +121,9 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
private void FindInteractable()
{
if (Input.IsActionJustPressed("Use") && _lastInteractable != null)
if (Input.IsActionJustPressed("Use") && _selector.SelectedInteractable != null)
{
_lastInteractable.Activate();
_selector.SelectedInteractable.Activate();
}
//var spaceState = GetWorld2D().DirectSpaceState;
@ -267,12 +267,10 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
EmitSignal(nameof(InteractableAreaEntered), interactable);
if (_selector != null)
{
_selector.Position = interactable.Position;
_selector.Visible = true;
_lastInteractable = interactable;
}
if (_selector == null) return;
_selector.Position = interactable.Position;
//_selector.Visible = true;
//_lastInteractable = interactable;
}
}
@ -283,6 +281,9 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
Debug.WriteLine($"Interactable {area.Name} Exited");
EmitSignal(nameof(InteractableAreaExited), interactable);
if (_selector == null) return;
_selector.RemoveInteractable(interactable);
}
}

View file

@ -9,18 +9,93 @@ public partial class Selector : Node2D
private List<Interactable> _interactables = new List<Interactable>();
private int _selectedInteractable;
[Signal]
public delegate void SelectedItemInteractableChangedEventHandler(Interactable interactable);
public Interactable SelectedInteractable
{
get =>
_interactables.Count > 0
? _selectedInteractable >= _interactables.Count
? _interactables[^1]
: _interactables[_selectedInteractable]
: 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);
}
_selectedInteractable = _interactables.IndexOf(value);
NotifyChanged(value);
}
}
public override void _Process(double delta)
{
if (Input.IsActionPressed("scan"))
{
_selectedInteractable += 1;
UpdatePosition();
}
}
private void NotifyChanged(Interactable interactable)
{
EmitSignal(nameof(SelectedItemInteractableChanged), interactable);
}
public void AddInteractable(Interactable interactable)
{
if (!_interactables.Contains(interactable)) {
_interactables.Add(interactable);
if (_interactables.Count == 1)
{
_selectedInteractable = 0;
}
}
UpdatePosition();
}
public void RemoveInteractable(Interactable interactable)
{
if (_interactables.Contains(interactable))
{
_interactables.Remove(interactable);
}
UpdatePosition();
}
public void Deselect()
{
_selectedInteractable = -1;
this.Visible = false;
}
public void UpdatePosition()
{
if (SelectedInteractable != null)
{
this.Position = SelectedInteractable.Position;
this.Visible = true;
}
else
{
this.Visible = false;
}
}
public void RemoveInteractable()
{
}
}