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:
2026-04-01 11:11:02 -05:00
parent 7cd34cb07e
commit eabfeab91a
35 changed files with 882 additions and 2288 deletions

View File

@@ -1,54 +1,54 @@
extends Node
class_name BenchInteractionConnector
# Signals
signal SitOnBenchTriggered(position: Vector2, sitting_direction: Enums.Directions)
# Exports
@export var player: PlayerCharacter
# Private Variables
var _benches_in_range: Array[WoodenBench] = []
# 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:
var parent := area.get_parent()
if parent == null or parent is not WoodenBench or _benches_in_range.has(parent):
return
_benches_in_range.append(parent)
func _on_interact_unscanned(area: Area2D) -> void:
var parent: Node = area.get_parent()
if parent == null or parent is not WoodenBench or !_benches_in_range.has(parent):
return
_benches_in_range.erase(parent)
func _on_interact_triggered() -> void:
if _benches_in_range.is_empty():
return
var bench := _benches_in_range[0]
var sitting_spots_container := bench.get_node("Sitting Spots") as Node2D
var sitting_spot_markers := sitting_spots_container.get_children()
var closest_marker: Marker2D
var distance_to_player := 9999.0
for node in sitting_spot_markers:
var marker := node as Marker2D
var distance := marker.global_position.distance_to(player.global_position)
if distance < distance_to_player:
closest_marker = marker
distance_to_player = distance
if !closest_marker:
return
player.SitOnFurnitureTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)
#class_name BenchInteractionConnector
#
## Signals
#signal SitOnBenchTriggered(position: Vector2, sitting_direction: Enums.Directions)
#
## Exports
#@export var player: PlayerBody
#
## Private Variables
#var _benches_in_range: Array[WoodenBench] = []
#
## 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:
#var parent := area.get_parent()
#if parent == null or parent is not WoodenBench or _benches_in_range.has(parent):
#return
#_benches_in_range.append(parent)
#
#
#func _on_interact_unscanned(area: Area2D) -> void:
#var parent: Node = area.get_parent()
#if parent == null or parent is not WoodenBench or !_benches_in_range.has(parent):
#return
#_benches_in_range.erase(parent)
#
#
#func _on_interact_triggered() -> void:
#if _benches_in_range.is_empty():
#return
#
#var bench := _benches_in_range[0]
#var sitting_spots_container := bench.get_node("Sitting Spots") as Node2D
#var sitting_spot_markers := sitting_spots_container.get_children()
#
#var closest_marker: Marker2D
#var distance_to_player := 9999.0
#for node in sitting_spot_markers:
#var marker := node as Marker2D
#var distance := marker.global_position.distance_to(player.global_position)
#if distance < distance_to_player:
#closest_marker = marker
#distance_to_player = distance
#
#if !closest_marker:
#return
#
#player.SitOnFurnitureTriggered.emit(closest_marker.global_position, Enums.Directions.DOWN)