beta-1.2/signal-refactor (#1)
Reviewed-on: #1
This commit was merged in pull request #1.
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@@ -1,31 +1,41 @@
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extends Node
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class_name BenchInteractionConnector
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# Signals
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signal SitOnBenchTriggered(position: Vector2, sitting_direction: Enums.Directions)
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@export var player: CharacterBody2D
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# Exports
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@export var player: PlayerCharacter
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var benches_in_range: Array[WoodenBench] = []
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# Private Variables
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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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# Private Methods
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func _ready() -> void:
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player.interact_scanner.area_entered.connect(_on_interact_scanned)
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player.interact_scanner.area_exited.connect(_on_interact_unscanned)
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player.interact_scanner.InteractionActionTriggered.connect(_on_interact_triggered)
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func _on_interact_scanned(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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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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_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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func _on_interact_unscanned(area: Area2D) -> void:
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var parent: Node = 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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_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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func _on_interact_triggered() -> 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 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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@@ -41,18 +51,4 @@ func OnPlayerInteractionActionTriggered() -> void:
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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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player.SitOnFurnitureTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)
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