mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
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66 lines
No EOL
1.5 KiB
C#
66 lines
No EOL
1.5 KiB
C#
using System.Linq;
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using Cirno.Scripts.Interactables;
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using Godot;
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namespace Cirno.Scripts.Components.FSM.Player;
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public partial class AutoPickupModule : PlayerArea2DModule
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{
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private bool _enabled = false;
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public bool Enabled
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{
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get => _enabled;
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set
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{
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if (_enabled == value) return;
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_enabled = value;
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// if (_enabled)
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// {
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// EmitSignal(SignalName.InteractionStarted);
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// }
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}
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}
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public override void Init(IStateMachine<PlayerState, CharacterBody2D> machine)
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{
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base.Init(machine);
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}
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public override void EnterState(PlayerState state)
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{
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Enabled = true;
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this.AreaEntered += _on_area_entered;
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}
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public override void ExitState(PlayerState state)
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{
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Enabled = false;
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this.AreaEntered -= _on_area_entered;
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}
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public override void Process(double delta)
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{
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}
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public override void PhysicsProcess(double delta)
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{
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}
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private void _on_area_entered(Area2D area)
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{
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if (!Enabled) return;
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if (area is ItemPickup { AutoPickup: true } itemPickup)
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{
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//Check if items are not maxed to avoid a looping autopickup situation
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var canAdd = itemPickup.LootTable.Aggregate(false, (current, item) => current || InventoryManager.Instance.CanAddItem(item.ItemKey));
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if (canAdd)
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{
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itemPickup.Collect();
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}
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}
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}
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} |