InteractionAreas are now bound to SpriteSwitchers and farming tool interaction works

This commit is contained in:
2025-05-17 16:38:32 +02:00
parent f7684b6c2a
commit 8af825bc18
7 changed files with 88 additions and 65 deletions
@@ -6,10 +6,12 @@ public partial class InteractionArea2D : Node2D
{
[Export] private Area2D _area;
[Export] private Label _label;
[Export] private SpriteSwitcher2D _sprites;
[Export] private bool _showLabel = true;
[Export] private int _id;
[Signal]
public delegate void InteractedEventHandler();
public delegate void InteractedEventHandler(int id);
public void OnPlayerEntered(Node2D player)
{
@@ -27,7 +29,15 @@ public partial class InteractionArea2D : Node2D
if (@event.IsAction("interact") && @event.IsPressed() && _area.HasOverlappingBodies())
{
_label.Hide();
EmitSignal(SignalName.Interacted);
EmitSignal(SignalName.Interacted, _id);
}
}
public void SetSpriteActiveState(bool success, int id)
{
if (_id == id)
{
_sprites.SwitchState(!success);
}
}
}
@@ -17,11 +17,33 @@ public partial class FarmingControls2D : Node2D
private int _toolId = -1;
#region Tools
public bool ActivateTool(bool activate, int toolId)
/// <summary>
/// If no tool has been set, then set the current tool to the incoming tool id.
/// </summary>
/// <param name="toolId">The id of the tool to activate if possible</param>
/// <returns>If the tool in question was activated.</returns>
public bool TryActivateTool(int toolId)
{
if(_toolId < 0)
return false;
bool activate;
//if our hands are empty, activate
if (_toolId == -1)
{
activate = true;
}
else
{
//if we're already carrying a tool, deactivate or fail return
if (_toolId == toolId)
{
activate = false;
}
else
{
return false;
}
}
switch (toolId)
{
@@ -30,14 +52,14 @@ public partial class FarmingControls2D : Node2D
break;
case 1:
_wateringCanSprite.Visible = activate;
break;
default:
_toolId = -1;
break;
}
_toolId = toolId;
return !activate;
_toolId = activate ? toolId : -1;
return activate;
}
#endregion
@@ -8,7 +8,7 @@ public partial class VesnaBehaviour2D : Node
[Export] private FieldService2D _fieldParent;
[Export] private FarmingControls2D _farmingControls;
[Signal] public delegate void ToolPickupEventHandler(bool success);
[Signal] public delegate void PickedUpToolEventHandler(bool success, int toolId);
public override void _Ready()
{
@@ -17,20 +17,10 @@ public partial class VesnaBehaviour2D : Node
#region Farming
public void ActivateHoe(bool activate)
public void ActivateTool(int toolId)
{
ActivateTool(activate, 0);
}
public void ActivateWateringCan(bool activate)
{
ActivateTool(activate, 1);
}
private void ActivateTool(bool activate , int toolId)
{
bool activated = _farmingControls.ActivateTool(activate, toolId);
EmitSignal(SignalName.ToolPickup, activated);
bool activated = _farmingControls.TryActivateTool(toolId);
EmitSignal(SignalName.PickedUpTool, activated, toolId);
}
#endregion
+17 -17
View File
@@ -7,30 +7,30 @@ namespace Babushka.scripts.CSharp.Common;
/// </summary>
public partial class SpriteSwitcher2D : Node2D
{
[Export] private Sprite2D _firstSprite;
[Export] private Sprite2D _secondSprite;
[Export] private bool _state = true;
[Signal]
public delegate void SwitchEventHandler(bool state);
[Export] private Sprite2D _activeSprite;
[Export] private Sprite2D _inactiveSprite;
[Export] private bool _active = false;
public override void _Ready()
{
SetState();
SetSprites();
}
public void SwitchState()
/// <summary>
/// Switches the State of the Sprites to the opposite.
/// Emits Switch Signal.
/// </summary>
public void SwitchState(bool state)
{
_state = !_state;
EmitSignal(SignalName.Switch, _state);
SetState();
_active = state;
SetSprites();
}
private void SetState()
private void SetSprites()
{
if(_firstSprite != null)
_firstSprite.Visible = _state;
if(_secondSprite != null)
_secondSprite.Visible = !_state;
if(_activeSprite != null)
_activeSprite.Visible = _active;
if(_inactiveSprite != null)
_inactiveSprite.Visible = !_active;
}
}