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

49 lines
1.9 KiB
GDScript3

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