beta-1.0
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58
Scripts/Maps/Connectors/bench_interaction_connector.gd
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58
Scripts/Maps/Connectors/bench_interaction_connector.gd
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extends Node
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signal SitOnBenchTriggered(position: Vector2, sitting_direction: Enums.Directions)
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@export var player: CharacterBody2D
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var benches_in_range: Array[WoodenBench] = []
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# Public Methods
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func OnPlayerInteractScannerAreaEntered(area: Area2D) -> void:
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var parent := area.get_parent()
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if parent == null or parent is not WoodenBench or benches_in_range.has(parent):
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return
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benches_in_range.append(parent)
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func OnPlayerInteractScannerAreaExited(area: Area2D) -> void:
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var parent = area.get_parent()
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if parent == null or parent is not WoodenBench or !benches_in_range.has(parent):
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return
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benches_in_range.erase(parent)
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func OnPlayerInteractionActionTriggered() -> void:
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if benches_in_range.is_empty():
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return
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var bench := benches_in_range[0]
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var sitting_spots_container := bench.get_node("Sitting Spots") as Node2D
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var sitting_spot_markers := sitting_spots_container.get_children()
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var closest_marker: Marker2D
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var distance_to_player := 9999.0
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for node in sitting_spot_markers:
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var marker := node as Marker2D
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var distance := marker.global_position.distance_to(player.global_position)
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if distance < distance_to_player:
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closest_marker = marker
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distance_to_player = distance
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if !closest_marker:
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return
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SitOnBenchTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)
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# Private Methods
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func _ready() -> void:
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var all_players := get_tree().get_nodes_in_group("Player Group")
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if all_players == null or all_players.is_empty():
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return
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for player_node in all_players:
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var player := player_node as PlayerCharacter
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player.InteractScannerAreaEntered.connect(OnPlayerInteractScannerAreaEntered)
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player.InteractScannerAreaExited.connect(OnPlayerInteractScannerAreaExited)
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player.InteractionActionTriggered.connect(OnPlayerInteractionActionTriggered)
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