Rework player state system to use an event subscription system to avoid directly calling methods on individual state and having to worry about validity
This commit is contained in:
@@ -1,54 +1,54 @@
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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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# Exports
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@export var player: PlayerCharacter
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# Private Variables
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var _benches_in_range: Array[WoodenBench] = []
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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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return
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_benches_in_range.append(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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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 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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var closest_marker: Marker2D
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var distance_to_player := 9999.0
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for node in sitting_spot_markers:
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var marker := node as Marker2D
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var distance := marker.global_position.distance_to(player.global_position)
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if distance < distance_to_player:
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closest_marker = marker
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distance_to_player = distance
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if !closest_marker:
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return
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player.SitOnFurnitureTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)
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#class_name BenchInteractionConnector
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#
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## Signals
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#signal SitOnBenchTriggered(position: Vector2, sitting_direction: Enums.Directions)
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#
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## Exports
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#@export var player: PlayerBody
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#
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## Private Variables
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#var _benches_in_range: Array[WoodenBench] = []
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#
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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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#
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#
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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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#return
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#_benches_in_range.append(parent)
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#
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#
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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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#
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#
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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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#
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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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#
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#var closest_marker: Marker2D
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#var distance_to_player := 9999.0
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#for node in sitting_spot_markers:
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#var marker := node as Marker2D
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#var distance := marker.global_position.distance_to(player.global_position)
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#if distance < distance_to_player:
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#closest_marker = marker
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#distance_to_player = distance
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#
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#if !closest_marker:
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#return
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#
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#player.SitOnFurnitureTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)
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@@ -4,73 +4,65 @@ extends Node
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signal OpeningOfOpenedChestAttempted
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# Exports
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@export var player: PlayerCharacter
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@export var auto_connect_all_chests := true
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# Private Variables
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var _chests_in_range: Array[BaseChest] = []
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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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var chests := GroupUtils.GetAllTreasureChests()
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for chest in chests:
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chest.OpeningAnimationStarted.connect(_on_chest_opening_animation_started)
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func _on_chest_opening_animation_started() -> void:
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var player := GroupUtils.GetPlayer()
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var children := player.get_children()
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player.QueueCutsceneState()
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var camera_idx := children.find_custom(func(x): return x is Camera2D)
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if camera_idx == -1: return
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# Zoom In
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var camera := children[camera_idx] as Camera2D
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var current_zoom := camera.zoom
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await get_tree().create_tween().tween_property(camera, "zoom", current_zoom + Vector2(2, 2), 0.5).finished
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# Player the player's chest opening animation
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player.state_machine.QueueStateChange(PlayerStateMachine.States.PLAY_ANIMATION, { "animation_name": "opening-chest-down" })
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await player.state_machine.StateChanged
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var play_animation_state := player.state_machine.current_state as PlayerPlayAnimationState
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await play_animation_state.AnimationFinished
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player.state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
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# Zoom back out
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await get_tree().create_tween().tween_property(camera, "zoom", current_zoom, 0.5).finished
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func _on_interact_scanned(area: Area2D) -> void:
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var chest = area.get_parent()
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if chest == null or chest is not BaseChest:
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return
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if _chests_in_range.has(chest):
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return
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_chests_in_range.append(chest)
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func _on_interact_unscanned(area: Area2D) -> void:
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var chest = area.get_parent()
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if chest == null or chest is not BaseChest:
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return
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if !_chests_in_range.has(chest):
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return
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_chests_in_range.erase(chest)
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func _on_interact_triggered() -> void:
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if _chests_in_range.is_empty():
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return
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var chest := _chests_in_range[0]
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if !chest.is_open:
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chest.Open()
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else:
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chest.OpenAlreadyOpened()
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OpeningOfOpenedChestAttempted.emit()
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## Private Methods
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#func _ready() -> void:
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#var chests := GroupUtils.GetAllTreasureChests()
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#for chest in chests:
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#chest.OpeningAnimationStarted.connect(_on_chest_opening_animation_started)
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#
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#
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#func _on_chest_opening_animation_started() -> void:
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#player.QueueCutsceneState()
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#
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#var camera_idx := children.find_custom(func(x): return x is Camera2D)
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#if camera_idx == -1: return
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#
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## Zoom In
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#var camera := children[camera_idx] as Camera2D
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#var current_zoom := camera.zoom
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#await get_tree().create_tween().tween_property(camera, "zoom", current_zoom + Vector2(2, 2), 0.5).finished
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#
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## Player the player's chest opening animation
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#player.state_machine.QueueStateChange(PlayerStateMachine.States.PLAY_ANIMATION, { "animation_name": "opening-chest-down" })
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#await player.state_machine.StateChanged
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#var play_animation_state := player.state_machine.current_state as PlayerPlayAnimationState
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#await play_animation_state.AnimationFinished
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#player.state_machine.QueueStateChange(PlayerStateMachine.States.IDLE)
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#
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## Zoom back out
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#await get_tree().create_tween().tween_property(camera, "zoom", current_zoom, 0.5).finished
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#
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#
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#func _on_interact_scanned(area: Area2D) -> void:
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#var chest = area.get_parent()
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#if chest == null or chest is not BaseChest:
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#return
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#if _chests_in_range.has(chest):
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#return
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#_chests_in_range.append(chest)
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#
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#
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#func _on_interact_unscanned(area: Area2D) -> void:
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#var chest = area.get_parent()
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#if chest == null or chest is not BaseChest:
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#return
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#if !_chests_in_range.has(chest):
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#return
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#_chests_in_range.erase(chest)
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#
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#
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#func _on_interact_triggered() -> void:
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#if _chests_in_range.is_empty():
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#return
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#
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#var chest := _chests_in_range[0]
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#if !chest.is_open:
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#chest.Open()
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#else:
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#chest.OpenAlreadyOpened()
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#OpeningOfOpenedChestAttempted.emit()
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@@ -1,7 +1,5 @@
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extends Node
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@export var player: PlayerCharacter
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# Public Methods
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func OnPlayerAreaEntered(area: Area2D) -> void:
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pass
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@@ -1,35 +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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# 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 _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 _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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#
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## Exports
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#@export var player: PlayerBody
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#
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## Private Variables
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#var _zones_in_range: Array[InteractiveLoadingZone] = []
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#
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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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#
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#
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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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#
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#_zones_in_range.append(area)
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#
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#
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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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#
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#_zones_in_range.erase(area)
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#
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#
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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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#
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#var zone := _zones_in_range[0]
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#zone.Activate()
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