Реализация интерактивного объекта

This commit is contained in:
Евгений Титаренко 2024-08-25 13:41:52 +03:00
parent 872d650b3d
commit de683399fa
4 changed files with 94 additions and 70 deletions

View file

@ -32,7 +32,15 @@ public partial class Day : Node2D
_music.VolumeDb = -40;
_player.CurrentState = Player.State.Wait;
}
public void AssignEndDay()
{
_player.InteractableObjects.Add(_endDay);
}
public void RemoveEndDay()
{
_player.InteractableObjects.Remove(_endDay);
}
public void ChangeDay()
{
@ -41,7 +49,7 @@ public partial class Day : Node2D
public void EnableEndDay()
{
_endDay.IsEnabled = true;
}
// Called every frame. 'delta' is the elapsed time since the previous frame.

View file

@ -4,74 +4,83 @@ using System;
[Tool]
public partial class Interactable : Node2D
{
private const double Tolerance = 1e-6;
[Signal]
public delegate void PlayerNearByEventHandler(Player player);
[Signal]
public delegate void PlayerLeftEventHandler(Player player);
[Export] public Vector2 SpriteOffset;
[Export] public float AreaRadius;
[Export] public bool IsEnabled;
private AnimatedSprite2D _sprite;
private const double Tolerance = 1e-6;
private CollisionShape2D _areaMesh;
[Signal]
public delegate void PlayerNearByEventHandler(Player player);
private CircleShape2D _collisionCircle;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_sprite = (AnimatedSprite2D)FindChild("AnimatedSprite2D");
_areaMesh = (CollisionShape2D)FindChild("CollisionShape2D");
_sprite.Position = SpriteOffset;
_collisionCircle =(CircleShape2D)_areaMesh.Shape;
_collisionCircle.Radius = AreaRadius;
if (Engine.IsEditorHint())
{
_sprite.Visible = true;
}
else
{
_sprite.Visible = false;
}
}
[Signal]
public delegate void PlayerLeftEventHandler(Player player);
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
if (Engine.IsEditorHint())
{
if (_sprite.Position != SpriteOffset) _sprite.Position = SpriteOffset;
if (Math.Abs(_collisionCircle.Radius - AreaRadius) > Tolerance) _collisionCircle.Radius = AreaRadius;
}
[Signal]
public delegate void OnInteractEventHandler();
if (IsEnabled)
{
_sprite.Visible = true;
}
else
{
_sprite.Visible = false;
}
}
[Export] public Vector2 SpriteOffset;
[Export] public float AreaRadius;
[Export] public bool IsEnabled;
private AnimatedSprite2D _sprite;
private void _on_area_2d_body_entered(Node2D body)
{
if (IsEnabled && body is Player player)
{
_sprite.Visible = true;
EmitSignal(SignalName.PlayerNearBy, player);
}
}
private CollisionShape2D _areaMesh;
private void _on_area_2d_body_exited(Node2D body)
{
if (IsEnabled && body is Player player)
{
_sprite.Visible = false;
EmitSignal(SignalName.PlayerLeft, player);
}
}
}
private CircleShape2D _collisionCircle;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_sprite = (AnimatedSprite2D)FindChild("AnimatedSprite2D");
_areaMesh = (CollisionShape2D)FindChild("CollisionShape2D");
_sprite.Position = SpriteOffset;
_collisionCircle = (CircleShape2D)_areaMesh.Shape;
_collisionCircle.Radius = AreaRadius;
if (Engine.IsEditorHint())
{
_sprite.Visible = true;
}
else
{
_sprite.Visible = false;
}
}
// Called every frame. 'delta' is the elapsed time since the previous frame.
public override void _Process(double delta)
{
if (Engine.IsEditorHint())
{
if (_sprite.Position != SpriteOffset) _sprite.Position = SpriteOffset;
if (Math.Abs(_collisionCircle.Radius - AreaRadius) > Tolerance) _collisionCircle.Radius = AreaRadius;
}
if (IsEnabled)
{
_sprite.Visible = true;
}
else
{
_sprite.Visible = false;
}
}
public void Interact()
{
EmitSignal(SignalName.OnInteract);
}
private void _on_area_2d_body_entered(Node2D body)
{
if (IsEnabled && body is Player player)
{
_sprite.Visible = true;
EmitSignal(SignalName.PlayerNearBy, player);
}
}
private void _on_area_2d_body_exited(Node2D body)
{
if (IsEnabled && body is Player player)
{
_sprite.Visible = false;
EmitSignal(SignalName.PlayerLeft, player);
}
}
}

View file

@ -257,6 +257,11 @@ public partial class Player : CharacterBody2D
_nextPosition = door.Exit.GlobalPosition;
CurrentState = State.Wait;
}
if (InteractableObject is Interactable obj)
{
obj.Interact();
}
}
if (@event.IsActionPressed("show_chat"))