using System; using System.Linq; using Babushka.scripts.CSharp.Common.Services; using Godot; namespace Babushka.scripts.CSharp.Common.CharacterControls; public partial class InteractionArea2D : Node2D { [Export] private Area2D _area; [Export] private Label _label; [Export] private bool _active = true; [Export] private bool _useOutline = true; [Export] private ShaderMaterial _outlineMaterial; [Export] private CanvasItem[] _spritesToOutline = []; [Export] private bool _showLabel = true; [Export] private int _id = -1; // TODO: remove private Material[] _backupMaterials; [Signal] public delegate void InteractedToolEventHandler(int id); // TODO: remove [Signal] public delegate void InteractedEventHandler(); public bool IsActive { get => _active; set => _active = value; } public void SetActiveInverse(bool active) { IsActive = !active; } public override void _Ready() { if (_useOutline) { _backupMaterials = _spritesToOutline.Select(s => s.Material).ToArray(); } } public void OnPlayerEntered(Node2D player) { if (!_active || !InputService.Instance.InputEnabled) return; if (_showLabel) _label.Show(); if (!_useOutline) return; foreach (var sprite in _spritesToOutline) { sprite.Material = _outlineMaterial; } } public void OnPlayerExited(Node2D player) { _label.Hide(); if (!_useOutline) return; for (var i = 0; i < _spritesToOutline.Length; i++) { var sprite = _spritesToOutline[i]; sprite.Material = _backupMaterials[i]; } } public override void _Input(InputEvent @event) { if (!_active || !InputService.Instance.InputEnabled) return; if (@event.IsAction("interact") && @event.IsPressed()) { TryInteract(); } if (@event.IsActionPressed("click") && @event.IsPressed()) { TryInteract(); } } private void TryInteract() { if (_area.HasOverlappingAreas()) { _label.Hide(); if (_useOutline) { for (var i = 0; i < _spritesToOutline.Length; i++) { var sprite = _spritesToOutline[i]; sprite.Material = _backupMaterials[i]; } } EmitSignal(SignalName.InteractedTool, _id); EmitSignal(SignalName.Interacted); } } public void SetSpriteActiveState(bool success, int id) // TODO: remove { GD.PrintErr("SetSpriteActiveState is being called."); if (!_active) return; } public void ToggleActive() { _active = !_active; _label.Hide(); } }