Refactor signal logic
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@@ -1,39 +1,35 @@
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extends Node
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# Exports
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@export var player: PlayerCharacter
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# Private Variables
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var _zones_in_range: Array[InteractiveLoadingZone] = []
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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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if area is not InteractiveLoadingZone or _zones_in_range.has(area):
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return
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_zones_in_range.append(area)
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func OnPlayerInteractScannerAreaExited(area: Area2D) -> void:
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func _on_interact_unscanned(area: Area2D) -> void:
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if area is not InteractiveLoadingZone or !_zones_in_range.has(area):
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return
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_zones_in_range.erase(area)
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func OnPlayerInteractionActionTriggered() -> void:
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func _on_interact_triggered() -> void:
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if _zones_in_range.is_empty():
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return
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var zone := _zones_in_range[0]
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zone.Activate()
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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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