Refactor signal logic
This commit is contained in:
@@ -1,57 +1,18 @@
|
||||
extends CharacterBody2D
|
||||
class_name PlayerCharacter
|
||||
|
||||
signal InteractScannerAreaEntered(area: Area2D)
|
||||
signal InteractScannerAreaExited(area: Area2D)
|
||||
|
||||
signal InteractScannerBodyEntered(body: Node2D)
|
||||
signal InteractScannerBodyExited(body: Node2D)
|
||||
|
||||
signal InteractionActionTriggered()
|
||||
|
||||
signal ArrowFired(fire_position: Vector2, direction: Vector2)
|
||||
# Signals
|
||||
signal SitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions)
|
||||
|
||||
signal CutsceneStarted()
|
||||
signal CutsceneEnded()
|
||||
|
||||
@export var player_sprite: Node2D
|
||||
# Exports
|
||||
@export var player_sprite: PlayerSprite
|
||||
@export var state_machine: PlayerStateMachine
|
||||
@export var interact_scanner: InteractScanner
|
||||
|
||||
# Public Methods
|
||||
func OnSitOnFurnitureTriggered(sitting_position: Vector2, sitting_direction: Enums.Directions):
|
||||
SitOnFurnitureTriggered.emit(sitting_position, sitting_direction)
|
||||
func QueueCutsceneState() -> void:
|
||||
state_machine.QueueStateChange(PlayerStateMachine.States.CUTSCENE)
|
||||
|
||||
|
||||
func OnCutsceneStarted() -> void:
|
||||
CutsceneStarted.emit()
|
||||
|
||||
|
||||
func OnCutsceneEnded() -> void:
|
||||
CutsceneEnded.emit()
|
||||
|
||||
|
||||
# Private Methods
|
||||
func _on_interact_scanner_area_entered(area: Area2D) -> void:
|
||||
InteractScannerAreaEntered.emit(area)
|
||||
|
||||
|
||||
func _on_interact_scanner_area_exited(area: Area2D) -> void:
|
||||
InteractScannerAreaExited.emit(area)
|
||||
|
||||
|
||||
func _on_interact_scanner_body_entered(body: Node2D) -> void:
|
||||
InteractScannerBodyEntered.emit(body)
|
||||
|
||||
|
||||
func _on_interact_scanner_body_exited(body: Node2D) -> void:
|
||||
InteractScannerBodyExited.emit(body)
|
||||
|
||||
|
||||
func _on_interaction_action_triggered() -> void:
|
||||
if state_machine.current_state.IsStateActionable():
|
||||
InteractionActionTriggered.emit()
|
||||
|
||||
|
||||
func _on_using_item_a_state_arrow_fired(fire_position: Vector2, direction: Vector2) -> void:
|
||||
ArrowFired.emit(fire_position, direction)
|
||||
func QueueEndCutsceneState() -> void:
|
||||
state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
|
||||
|
||||
Reference in New Issue
Block a user