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@ -1,4 +1,5 @@
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using System;
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using System.Linq;
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using Babushka.scripts.CSharp.Common.Services;
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using Godot;
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@ -11,13 +12,15 @@ public partial class InteractionArea2D : Node2D
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[Export] private bool _active = true;
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[Export] private bool _useOutline = true;
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[Export] private ShaderMaterial _outlineMaterial;
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[Export] private bool _useSprite = true;
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[Export] private CanvasItem _spriteToOutline;
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[Export] private CanvasItem? _spriteToOutline; // keep to not break old usages. TODO: remove later
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[Export] private CanvasItem[] _spritesToOutline;
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[Export] private bool _showLabel = true;
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[Export] private int _id = -1; // TODO: remove
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private Material _backupMaterial;
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private Material[] _backupMaterials;
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[Signal] public delegate void InteractedToolEventHandler(int id); // TODO: remove
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[Signal] public delegate void InteractedEventHandler();
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public bool IsActive
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@ -33,11 +36,18 @@ public partial class InteractionArea2D : Node2D
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public override void _Ready()
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{
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if (_useSprite && _useOutline)
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if (_useOutline)
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{
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try
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{
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_backupMaterial = _spriteToOutline.Material;
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// support old implementations of the script. If the sprite to outline is set, add it to the array
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if (_spriteToOutline != null)
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{
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Array.Resize(ref _spritesToOutline, _spritesToOutline.Length + 1);
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_spritesToOutline[^1] = _spriteToOutline;
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}
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_backupMaterials = _spritesToOutline.Select(s => s.Material).ToArray();
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}
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catch (Exception exception)
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{
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@ -55,10 +65,13 @@ public partial class InteractionArea2D : Node2D
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if (_showLabel)
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_label.Show();
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if (!_useSprite || !_useOutline)
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if (!_useOutline)
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return;
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_spriteToOutline.Material = _outlineMaterial;
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foreach (var sprite in _spritesToOutline)
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{
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sprite.Material = _outlineMaterial;
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}
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}
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public void OnPlayerExited(Node2D player)
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@ -68,10 +81,14 @@ public partial class InteractionArea2D : Node2D
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_label.Hide();
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if (!_useSprite || !_useOutline)
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if (!_useOutline)
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return;
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_spriteToOutline.Material = _backupMaterial;
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for (var i = 0; i < _spritesToOutline.Length; i++)
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{
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var sprite = _spritesToOutline[i];
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sprite.Material = _backupMaterials[i];
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}
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}
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public override void _Input(InputEvent @event)
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@ -96,8 +113,14 @@ public partial class InteractionArea2D : Node2D
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{
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_label.Hide();
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if (_useSprite && _useOutline)
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_spriteToOutline.Material = _backupMaterial;
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if (_useOutline)
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{
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for (var i = 0; i < _spritesToOutline.Length; i++)
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{
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var sprite = _spritesToOutline[i];
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sprite.Material = _backupMaterials[i];
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}
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}
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EmitSignal(SignalName.InteractedTool, _id);
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EmitSignal(SignalName.Interacted);
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