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Babushka/scripts/CSharp/Common/CharacterControls/InteractionArea2D.cs

116 lines
2.8 KiB

using System;
using System.Linq;
using Babushka.scripts.CSharp.Common.Util;
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 bool _useSprite = true;
[Export(PropertyHint.ArrayType)] private CanvasItem[] _spriteToOutline = [];
[Export] private bool _showLabel = true;
[Export] private int _id = -1; // TODO: remove
private Material[] _backupMaterial;
[Signal] public delegate void InteractedToolEventHandler(int id); // TODO: remove
[Signal] public delegate void InteractedEventHandler();
public bool IsActive
{
get => _active;
set => _active = value;
}
public override void _Ready()
{
if (_useOutline)
{
try
{
_backupMaterial = _spriteToOutline.Select(s => s.Material).ToArray();
}
catch (Exception exception)
{
GD.PrintErr($"No sprite to outline found on: {GetParent().Name}" + exception.Message);
}
}
}
public void OnPlayerEntered(Node2D player)
{
if (!_active)
return;
if (_showLabel)
_label.Show();
if (!_useOutline)
return;
_spriteToOutline.ForEach(s => s.Material = _outlineMaterial);
}
public void OnPlayerExited(Node2D player)
{
if (!_active)
return;
_label.Hide();
if (!_useOutline)
return;
//_spriteToOutline.Material = _backupMaterial;
for (var i = 0; i < _spriteToOutline.Length; i++)
{
_spriteToOutline[i].Material = _backupMaterial[i];
}
}
public override void _Input(InputEvent @event)
{
if (!_active)
return;
if (@event.IsAction("interact") && @event.IsPressed())
{
if (_area.HasOverlappingBodies())
{
_label.Hide();
if (_useOutline)
{
for (var i = 0; i < _spriteToOutline.Length; i++)
{
_spriteToOutline[i].Material = _backupMaterial[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();
}
}