feature/detection_cross #21
@@ -2142,7 +2142,7 @@ editable = false
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scrollable = false
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[node name="DetectionCross" parent="CharacterBody2D" instance=ExtResource("466_e04c3")]
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position = Vector2(0, -400)
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position = Vector2(0, -200)
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[node name="FarmingControls" type="Node2D" parent="." node_paths=PackedStringArray("_movingPlayer", "_wateringParticles")]
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script = ExtResource("817_6nrw3")
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@@ -2193,10 +2193,7 @@ wait_time = 0.5
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[connection signal="InventorySelectionChanged" from="." to="CharacterBody2D/WateringCanUI" method="IsWateringCanActive"]
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[connection signal="PickedUpTool" from="." to="CharacterBody2D/visuals" method="ActivateTool"]
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[connection signal="PickedUpTool" from="." to="CharacterBody2D/WateringCanUI" method="IsWateringCanActive"]
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[connection signal="LookingDown" from="CharacterBody2D/visuals" to="CharacterBody2D/DetectionCross" method="ActivateDown"]
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[connection signal="LookingLeft" from="CharacterBody2D/visuals" to="CharacterBody2D/DetectionCross" method="ActivateLeft"]
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[connection signal="LookingRight" from="CharacterBody2D/visuals" to="CharacterBody2D/DetectionCross" method="ActivateRight"]
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[connection signal="LookingUp" from="CharacterBody2D/visuals" to="CharacterBody2D/DetectionCross" method="ActivateUp"]
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[connection signal="LookDirection" from="CharacterBody2D/visuals" to="CharacterBody2D/DetectionCross" method="SetDirection"]
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[connection signal="WateringField" from="FarmingControls" to="CharacterBody2D/visuals" method="PlayWateringAnimation"]
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[connection signal="WateringField" from="FarmingControls" to="CharacterBody2D/WateringCanUI" method="Water"]
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[connection signal="timelineEnded" from="dialogic toggle" to="." method="EnableMovement"]
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@@ -3,21 +3,10 @@
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[ext_resource type="Script" uid="uid://ccc6m6c5khd2x" path="res://scripts/CSharp/Common/CharacterControls/DetectionCross.cs" id="1_va8tx"]
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[ext_resource type="PackedScene" uid="uid://dugr6ff1g7hi0" path="res://prefabs/interactions/detector.tscn" id="2_8hh05"]
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[node name="DetectionCross" type="Node2D" node_paths=PackedStringArray("_left", "_right", "_up", "_down")]
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[node name="DetectionCross" type="Node2D" node_paths=PackedStringArray("_detector")]
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script = ExtResource("1_va8tx")
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_left = NodePath("detector_left")
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_right = NodePath("detector_right")
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_up = NodePath("detector_top")
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_down = NodePath("detector_bottom")
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_detector = NodePath("detector")
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_xOffset = 300.0
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_yOffset = 300.0
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[node name="detector_right" parent="." instance=ExtResource("2_8hh05")]
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position = Vector2(300, 250)
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[node name="detector_left" parent="." instance=ExtResource("2_8hh05")]
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position = Vector2(-300, 250)
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[node name="detector_top" parent="." instance=ExtResource("2_8hh05")]
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position = Vector2(0, -200)
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[node name="detector_bottom" parent="." instance=ExtResource("2_8hh05")]
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position = Vector2(0, 700)
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[node name="detector" parent="." instance=ExtResource("2_8hh05")]
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@@ -3,15 +3,12 @@
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[ext_resource type="Script" uid="uid://c3pd60biootsx" path="res://scripts/CSharp/Common/CharacterControls/Detector.cs" id="1_6pib0"]
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[sub_resource type="RectangleShape2D" id="RectangleShape2D_qwv4c"]
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size = Vector2(300, 300)
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size = Vector2(100, 200)
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[node name="right" type="Area2D"]
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[node name="detector" type="Area2D"]
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collision_layer = 4
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script = ExtResource("1_6pib0")
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[node name="CollisionShape2D" type="CollisionShape2D" parent="."]
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shape = SubResource("RectangleShape2D_qwv4c")
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debug_color = Color(0.9459047, 7.2196126e-06, 0.5925879, 0.41960785)
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[connection signal="InteractableEntered" from="." to="CollisionShape2D" method="hide"]
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[connection signal="InteractableExited" from="." to="CollisionShape2D" method="show"]
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@@ -6,7 +6,7 @@
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[sub_resource type="CircleShape2D" id="CircleShape2D_npluf"]
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resource_local_to_scene = true
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radius = 300.0
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radius = 150.0
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[sub_resource type="Theme" id="Theme_5ajrf"]
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default_font_size = 30
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@@ -17,10 +17,9 @@ _area = NodePath("Area2D")
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_label = NodePath("Area2D/CanvasLayer/MarginContainer/Label")
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_outlineMaterial = ExtResource("2_qoey7")
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[node name="Area2D" type="Area2D" parent="." node_paths=PackedStringArray("_interactionArea2D")]
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[node name="Area2D" type="Area2D" parent="."]
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collision_mask = 4
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script = ExtResource("3_2wrrq")
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_interactionArea2D = NodePath("..")
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[node name="CollisionShape3D" type="CollisionShape2D" parent="Area2D"]
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shape = SubResource("CircleShape2D_npluf")
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@@ -15,10 +15,10 @@ public partial class VesnaAnimations : Node
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private int _toolID = -1; // -1 means no tool.
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private Vector2 _lastDirection = Vector2.Zero;
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[Signal] public delegate void LookingRightEventHandler();
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[Signal] public delegate void LookingLeftEventHandler();
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[Signal] public delegate void LookingUpEventHandler();
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[Signal] public delegate void LookingDownEventHandler();
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/// <summary>
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/// Emits the last look direction of the player to other scripts.
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/// </summary>
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[Signal] public delegate void LookDirectionEventHandler(Vector2 direction);
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public override void _Ready()
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{
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@@ -49,7 +49,6 @@ public partial class VesnaAnimations : Node
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_sprite.Animation = "back walking" + _toolString;
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anyActionPressed = true;
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_lastDirection = Vector2.Up;
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EmitSignal(SignalName.LookingUp);
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walkingAnimationPicked = true;
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}
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@@ -58,7 +57,6 @@ public partial class VesnaAnimations : Node
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_sprite.Animation = "front walking" + _toolString;
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anyActionPressed = true;
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_lastDirection = Vector2.Down;
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EmitSignal(SignalName.LookingDown);
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walkingAnimationPicked = true;
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}
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@@ -68,7 +66,6 @@ public partial class VesnaAnimations : Node
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_sprite.Animation = "side walking" + _toolString;
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anyActionPressed = true;
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_lastDirection = Vector2.Right;
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EmitSignal(SignalName.LookingRight);
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walkingAnimationPicked = true;
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}
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@@ -78,7 +75,6 @@ public partial class VesnaAnimations : Node
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_sprite.Animation = "side walking" + _toolString;
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anyActionPressed = true;
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_lastDirection = Vector2.Left;
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EmitSignal(SignalName.LookingLeft);
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walkingAnimationPicked = true;
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}
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@@ -98,6 +94,8 @@ public partial class VesnaAnimations : Node
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}
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*/
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EmitSignal(SignalName.LookDirection, _lastDirection);
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if (anyActionPressed)
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{
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_sprite.Play();
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@@ -2,13 +2,9 @@ using Godot;
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namespace Babushka.scripts.CSharp.Common.CharacterControls;
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/// <summary>
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/// Used for identifying <see cref="InteractionArea2D"/> scenes when listening for area overlaps.
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/// </summary>
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public partial class DetectableInteractionArea : Area2D
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{
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[Export] private InteractionArea2D _interactionArea2D;
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public void ActivateInteractionArea(bool activate)
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{
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_interactionArea2D.IsActive = activate;
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}
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}
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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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@@ -3,20 +3,32 @@ using Godot;
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namespace Babushka.scripts.CSharp.Common.CharacterControls;
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/// <summary>
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/// Defines an <see cref="Area2D"/> Node with a <see cref="CollisionShape2D"/> used for detecting <see cref="InteractionArea2D"/> nodes.
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/// </summary>
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public partial class Detector : Area2D
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{
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[Export] private bool _active = true;
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[Export] private bool _oneAtATime = true;
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/// <summary>
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/// Called when entering an interactionArea node.
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/// </summary>
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[Signal] public delegate void InteractableEnteredEventHandler();
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[Signal] public delegate void InteractableExitedEventHandler();
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private DetectableInteractionArea? _currentInteractionArea;
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/// <summary>
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/// Called when exiting an interactionArea node.
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/// </summary>
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[Signal] public delegate void InteractableExitedEventHandler();
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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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set
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{
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Visible = value;
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_active = value;
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}
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}
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public override void _Ready()
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@@ -25,39 +37,33 @@ public partial class Detector : Area2D
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AreaExited += OnExitedInteractable;
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}
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public void OnEnteredInteractable(Node body)
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/// <summary>
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/// Called every time this node enters an Area2D.
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/// </summary>
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/// <param name="area"></param>
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public void OnEnteredInteractable(Node area)
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{
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if (!_active || !InputService.Instance.InputEnabled)
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return;
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if (area is DetectableInteractionArea interactionArea2D)
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{
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EmitSignal(SignalName.InteractableEntered);
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}
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}
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/// <summary>
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/// Called whenever this node exits an Area2D.
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/// </summary>
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/// <param name="area"></param>
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public void OnExitedInteractable(Node area)
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{
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if (!_active || !InputService.Instance.InputEnabled)
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return;
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GD.Print("Entered Node2D.");
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if (body is DetectableInteractionArea interactionArea2D)
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if (area is DetectableInteractionArea interactionArea2D)
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{
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GD.Print("Entered interactable.");
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_currentInteractionArea = interactionArea2D;
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interactionArea2D.ActivateInteractionArea(true);
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EmitSignal(SignalName.InteractableEntered);
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if (_oneAtATime)
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_active = false;
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}
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}
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public void OnExitedInteractable(Node body)
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{
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GD.Print("Exited Node2D.");
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if (body is DetectableInteractionArea interactionArea2D)
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{
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GD.Print("Exited interactable.");
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if (_oneAtATime && _currentInteractionArea != interactionArea2D)
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return;
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interactionArea2D.ActivateInteractionArea(false);
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_currentInteractionArea = null;
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EmitSignal(SignalName.InteractableExited);
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_active = true;
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}
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}
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}
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@@ -92,7 +92,7 @@ public partial class InteractionArea2D : Node2D
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private void TryInteract()
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{
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if (_area.HasOverlappingBodies())
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if (_area.HasOverlappingAreas())
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{
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_label.Hide();
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Reference in New Issue
Block a user