Refactor signal logic

This commit is contained in:
2026-03-15 13:06:21 -05:00
parent 1c95315496
commit 8bcf406576
21 changed files with 234 additions and 223 deletions

View File

@@ -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)