beta-1.2/signal-refactor (#1)

Reviewed-on: #1
This commit was merged in pull request #1.
This commit is contained in:
2026-03-15 12:19:12 -06:00
parent 1c95315496
commit 86e3198645
22 changed files with 235 additions and 224 deletions

View File

@@ -1,39 +1,35 @@
extends Node
# Exports
@export var player: PlayerCharacter
# Private Variables
var _zones_in_range: Array[InteractiveLoadingZone] = []
# Public Methods
func OnPlayerInteractScannerAreaEntered(area: Area2D) -> void:
# Private Methods
func _ready() -> void:
player.interact_scanner.area_entered.connect(_on_interact_scanned)
player.interact_scanner.area_exited.connect(_on_interact_unscanned)
player.interact_scanner.InteractionActionTriggered.connect(_on_interact_triggered)
func _on_interact_scanned(area: Area2D) -> void:
if area is not InteractiveLoadingZone or _zones_in_range.has(area):
return
_zones_in_range.append(area)
func OnPlayerInteractScannerAreaExited(area: Area2D) -> void:
func _on_interact_unscanned(area: Area2D) -> void:
if area is not InteractiveLoadingZone or !_zones_in_range.has(area):
return
_zones_in_range.erase(area)
func OnPlayerInteractionActionTriggered() -> void:
func _on_interact_triggered() -> void:
if _zones_in_range.is_empty():
return
var zone := _zones_in_range[0]
zone.Activate()
# Private Methods
func _ready() -> void:
var all_players := get_tree().get_nodes_in_group("Player Group")
if all_players == null or all_players.is_empty():
return
for player_node in all_players:
var player := player_node as PlayerCharacter
player.InteractScannerAreaEntered.connect(OnPlayerInteractScannerAreaEntered)
player.InteractScannerAreaExited.connect(OnPlayerInteractScannerAreaExited)
player.InteractionActionTriggered.connect(OnPlayerInteractionActionTriggered)