🚧 WIP first setup completed (still buggy!)
This commit is contained in:
@@ -0,0 +1,63 @@
|
||||
using Babushka.scripts.CSharp.Common.Services;
|
||||
using Godot;
|
||||
|
||||
namespace Babushka.scripts.CSharp.Common.CharacterControls;
|
||||
|
||||
public partial class Detector : Area2D
|
||||
{
|
||||
[Export] private bool _active = true;
|
||||
[Export] private bool _oneAtATime = true;
|
||||
|
||||
[Signal] public delegate void InteractableEnteredEventHandler();
|
||||
[Signal] public delegate void InteractableExitedEventHandler();
|
||||
|
||||
private DetectableInteractionArea? _currentInteractionArea;
|
||||
|
||||
public bool IsActive
|
||||
{
|
||||
get => _active;
|
||||
set => _active = value;
|
||||
}
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
AreaEntered += OnEnteredInteractable;
|
||||
AreaExited += OnExitedInteractable;
|
||||
}
|
||||
|
||||
public void OnEnteredInteractable(Node body)
|
||||
{
|
||||
if (!_active || !InputService.Instance.InputEnabled)
|
||||
return;
|
||||
|
||||
GD.Print("Entered Node2D.");
|
||||
|
||||
if (body is DetectableInteractionArea interactionArea2D)
|
||||
{
|
||||
GD.Print("Entered interactable.");
|
||||
_currentInteractionArea = interactionArea2D;
|
||||
interactionArea2D.ActivateInteractionArea(true);
|
||||
EmitSignal(SignalName.InteractableEntered);
|
||||
if (_oneAtATime)
|
||||
_active = false;
|
||||
}
|
||||
}
|
||||
|
||||
public void OnExitedInteractable(Node body)
|
||||
{
|
||||
GD.Print("Exited Node2D.");
|
||||
|
||||
if (body is DetectableInteractionArea interactionArea2D)
|
||||
{
|
||||
GD.Print("Exited interactable.");
|
||||
|
||||
if (_oneAtATime && _currentInteractionArea != interactionArea2D)
|
||||
return;
|
||||
|
||||
interactionArea2D.ActivateInteractionArea(false);
|
||||
_currentInteractionArea = null;
|
||||
EmitSignal(SignalName.InteractableExited);
|
||||
_active = true;
|
||||
}
|
||||
}
|
||||
}
|
||||
Reference in New Issue
Block a user