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)