:memo::fire:🔨

- removed a lot of unnecessary code
- Made a minimal working version
- Added documentation
This commit is contained in:
2025-10-24 15:13:35 +02:00
parent 0e55394699
commit 8f097de476
9 changed files with 68 additions and 189 deletions
@@ -3,123 +3,20 @@ using Godot;
namespace Babushka.scripts.CSharp.Common.CharacterControls;
/// <summary>
/// Tracks where an interactable object is with regards to the player.
/// 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.
/// </summary>
public partial class DetectionCross : Node2D
{
[Export] private Detector _left;
[Export] private Detector _right;
[Export] private Detector _up;
[Export] private Detector _down;
[Export] private bool _active = true;
[Export] private Detector _detector;
[Export] private float _xOffset;
[Export] private float _yOffset;
[Signal] public delegate void InteractableDetectedLeftEventHandler(bool flag);
[Signal] public delegate void InteractableDetectedRightEventHandler(bool flag);
[Signal] public delegate void InteractableDetectedUpEventHandler(bool flag);
[Signal] public delegate void InteractableDetectedDownEventHandler(bool flag);
private bool _leftOccupied;
private bool _rightOccupied;
private bool _upOccupied;
private bool _downOccupied;
public bool LeftOccupied {
get
{
return _leftOccupied;
}
private set
{
EmitSignal(SignalName.InteractableDetectedLeft, value);
_leftOccupied = value;
}
}
public bool RightOccupied
/// <summary>
/// Gets the current look direction of the player and moves the detection shape with it.
/// </summary>
/// <param name="direction"></param>
public void SetDirection(Vector2 direction)
{
get
{
return _rightOccupied;
}
private set
{
EmitSignal(SignalName.InteractableDetectedRight, value);
_rightOccupied = value;
}
}
public bool UpOccupied
{
get
{
return _upOccupied;
}
private set
{
EmitSignal(SignalName.InteractableDetectedUp, value);
_upOccupied = value;
}
}
public bool DownOccupied
{
get
{
return _downOccupied;
}
private set
{
EmitSignal(SignalName.InteractableDetectedDown, value);
_downOccupied = value;
}
}
public bool IsActive
{
get => _active;
set => _active = value;
}
public override void _Ready()
{
_right.InteractableEntered += () => RightOccupied = true;
_right.InteractableExited += () => RightOccupied = false;
_left.InteractableEntered += () => LeftOccupied = true;
_left.InteractableExited += () => LeftOccupied = false;
_up.InteractableEntered += () => UpOccupied = true;
_up.InteractableExited += () => UpOccupied = false;
_down.InteractableEntered += () => DownOccupied = true;
_down.InteractableExited += () => DownOccupied = false;
}
public void ActivateUp()
{
_up.IsActive = true;
_down.IsActive = false;
_left.IsActive = false;
_right.IsActive = false;
}
public void ActivateDown()
{
_up.IsActive = false;
_down.IsActive = true;
_left.IsActive = false;
_right.IsActive = false;
}
public void ActivateRight()
{
_up.IsActive = false;
_down.IsActive = false;
_left.IsActive = false;
_right.IsActive = true;
}
public void ActivateLeft()
{
_up.IsActive = false;
_down.IsActive = false;
_left.IsActive = true;
_right.IsActive = false;
_detector.Position = new Vector2(direction.X * _xOffset, direction.Y * _yOffset);
}
}