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

124 lines
2.8 KiB

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
{
if (!_active)
return;
}
public void ToggleActive()
{
_active = !_active;
_label.Hide();
}
}