49 lines
1.9 KiB
GDScript3
49 lines
1.9 KiB
GDScript3
class_name Interactable
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extends Area2D
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## I'm not quite sure what to do with this yet but the idea is having an
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# area2d that detects not just a body entering a certain zone but triggering an
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# interract status. For a player this would probably be pressing a button.
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# the component can perhaps have a prompt of some sort to indicate what they're
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# supposed to do. Additionaly the interraction could perhaps trigger some
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# sort of animation when the action is performed.
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# This may have to be implemented as a bi-directional mediator pattern where
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# the player node is given some sort of call back upon entering the region and
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# when it happens it fires off that call back.
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# This means that whatever entity that is supposed to interract with these
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# objects should also have a receiver function of some kind.
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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export var type_name :String
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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func trigger_interaction():
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# This is something that should maybe be extended for every differant interactible.
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# They could inherit from this base class and implement this function.
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# sprite.frame = 1
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pass
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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#func _process(delta):
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# pass
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# When a body enters this area
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# We want to give that body (a player I assume) a callback or a reference to this
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# Node.
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func _on_Interactable_Component_body_entered(body):
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var colliding_node = body
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if colliding_node.has_node("Interactable_Receiver"):
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colliding_node.get_node("Interactable_Receiver").register_interactable(self)
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func _on_Interactable_Component_body_exited(body):
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var colliding_node = body
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if colliding_node.has_node("Interactable_Receiver"):
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colliding_node.get_node("Interactable_Receiver").remove_interactable(self)
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