:memo::fire:🔨
- removed a lot of unnecessary code - Made a minimal working version - Added documentation
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@@ -3,123 +3,20 @@ using Godot;
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namespace Babushka.scripts.CSharp.Common.CharacterControls;
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/// <summary>
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/// Tracks where an interactable object is with regards to the player.
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/// Moves the Detector to the position in accordance with the player view to limit the player's range of actions to the ones in front of them.
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/// </summary>
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public partial class DetectionCross : Node2D
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{
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[Export] private Detector _left;
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[Export] private Detector _right;
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[Export] private Detector _up;
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[Export] private Detector _down;
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[Export] private bool _active = true;
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[Export] private Detector _detector;
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[Export] private float _xOffset;
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[Export] private float _yOffset;
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[Signal] public delegate void InteractableDetectedLeftEventHandler(bool flag);
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[Signal] public delegate void InteractableDetectedRightEventHandler(bool flag);
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[Signal] public delegate void InteractableDetectedUpEventHandler(bool flag);
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[Signal] public delegate void InteractableDetectedDownEventHandler(bool flag);
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private bool _leftOccupied;
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private bool _rightOccupied;
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private bool _upOccupied;
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private bool _downOccupied;
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public bool LeftOccupied {
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get
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{
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return _leftOccupied;
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}
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private set
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{
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EmitSignal(SignalName.InteractableDetectedLeft, value);
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_leftOccupied = value;
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}
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}
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public bool RightOccupied
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/// <summary>
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/// Gets the current look direction of the player and moves the detection shape with it.
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/// </summary>
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/// <param name="direction"></param>
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public void SetDirection(Vector2 direction)
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{
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get
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{
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return _rightOccupied;
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}
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private set
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{
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EmitSignal(SignalName.InteractableDetectedRight, value);
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_rightOccupied = value;
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}
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}
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public bool UpOccupied
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{
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get
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{
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return _upOccupied;
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}
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private set
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{
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EmitSignal(SignalName.InteractableDetectedUp, value);
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_upOccupied = value;
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}
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}
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public bool DownOccupied
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{
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get
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{
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return _downOccupied;
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}
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private set
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{
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EmitSignal(SignalName.InteractableDetectedDown, value);
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_downOccupied = value;
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}
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}
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public bool IsActive
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{
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get => _active;
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set => _active = value;
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}
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public override void _Ready()
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{
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_right.InteractableEntered += () => RightOccupied = true;
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_right.InteractableExited += () => RightOccupied = false;
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_left.InteractableEntered += () => LeftOccupied = true;
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_left.InteractableExited += () => LeftOccupied = false;
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_up.InteractableEntered += () => UpOccupied = true;
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_up.InteractableExited += () => UpOccupied = false;
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_down.InteractableEntered += () => DownOccupied = true;
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_down.InteractableExited += () => DownOccupied = false;
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}
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public void ActivateUp()
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{
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_up.IsActive = true;
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_down.IsActive = false;
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_left.IsActive = false;
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_right.IsActive = false;
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}
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public void ActivateDown()
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{
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_up.IsActive = false;
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_down.IsActive = true;
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_left.IsActive = false;
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_right.IsActive = false;
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}
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public void ActivateRight()
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{
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_up.IsActive = false;
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_down.IsActive = false;
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_left.IsActive = false;
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_right.IsActive = true;
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}
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public void ActivateLeft()
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{
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_up.IsActive = false;
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_down.IsActive = false;
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_left.IsActive = true;
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_right.IsActive = false;
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_detector.Position = new Vector2(direction.X * _xOffset, direction.Y * _yOffset);
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}
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}
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