54 lines
1.8 KiB
GDScript3
54 lines
1.8 KiB
GDScript3
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)
|