Attempt2/lib/templates/Interactable/Interactable_Receiver.gd
2025-03-28 21:23:50 -07:00

49 lines
1.6 KiB
GDScript3

class_name Interactable_Receiver
extends Node
# 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 interactable_parent_callback = ""
var call_function: FuncRef
var interactable_function_callables = []
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
if interactable_parent_callback:
call_function = funcref(owner, interactable_parent_callback)
else:
print("Warning: No interactable receiver function defined on ", owner.name)
# Switching to a new model that starts with Hitbox
func register_interactable(sender):
print("Interactable Registered " + sender.name)
if call_function.is_valid():
var should_register: bool = call_function.call_func(sender)
if should_register:
interactable_function_callables.append(sender)
else:
print("Interactable handled by Player")
func remove_interactable(sender):
print("Interactable Removal " + sender.name)
if interactable_function_callables.has(sender):
var sender_index = interactable_function_callables.rfind(sender)
if sender_index != -1:
interactable_function_callables.remove(sender_index)