Attempt2/lib/components/Modifier_Receiver.gd

64 lines
2.1 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 var enabled :bool = true
export var callable_state_machine :NodePath
var request_push_state_modifier: FuncRef
export var debug_receiver :bool = false
# 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():
assert(callable_state_machine != null)
## FuncRef to request state machine change state
request_push_state_modifier = funcref(get_node(callable_state_machine), 'push_state_modifier')
assert(request_push_state_modifier.is_valid())
# Switching to a new model that starts with Hitbox
func register_modifier(modifier: StateModifier):
if enabled:
request_push_state_modifier.call_func(modifier)
if modifier is StateModifier:
modifier.activate()
# 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 not implemented here." + modifier.name)
if modifier is StateModifier:
modifier.deactivate()
# 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)