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

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