class_name Modifier_Receiver extends Node2D # This may be stupid but we're going to have two kinds of callbacks here. # It's going to be up to the parent/actor/kinematicbody2d/whatever to know # what conditions have to be met before being able to call that interactible's # function. # This is a nice and generic interface that I might be able to use for # things like opening doors in a level, opening chests/flipping switches etc. # This node can keep an array of various interactibles within a level # and provide several helper functions for managing them perhaps. export(String) var modifier_parent_callback = "" export var debug_receiver :bool = false var call_function: FuncRef #var interactable_function_callables = [] var modifier_collection = [] # Declare member variables here. Examples: # var a = 2 # var b = "text" ##NOTE: ## Call function should be implemented as two parameters, one expecting a modifier ## and the other expecting a boolean as to whether its being added # Called when the node enters the scene tree for the first time. func _ready(): if modifier_parent_callback: call_function = funcref(owner, modifier_parent_callback) else: print("Warning: No modifier receiver function defined on ", owner.name) # Switching to a new model that starts with Hitbox func register_modifier(modifier: StateModifier): if modifier_collection.has(modifier) == false: print("New Modifier Registered " + modifier.name) modifier_collection.append(modifier) if call_function.is_valid(): call_function.call_func(modifier, true) func remove_modifier(modifier): print("Modifier Removal " + modifier.name) if modifier_collection.has(modifier): var modifier_index = modifier_collection.rfind(modifier) if modifier_index != -1: modifier_collection.remove(modifier_index) if call_function.is_valid(): call_function.call_func(modifier, false)