refactor: unify interactable components

This commit is contained in:
ANG-Server
2026-07-21 23:23:26 +08:00
parent 9dee47492c
commit 74a0fb8309
17 changed files with 241 additions and 208 deletions

View File

@@ -6,9 +6,8 @@ const MAX_ACTIONS_VISIBLE: int = 5
const ACCENT: Color = Color("58c7db")
const PANEL_COLOR: Color = Color(0.035, 0.071, 0.106, 0.94)
const INTERACTION_POINT_MARKERS_SCRIPT: Script = preload("res://_Core/ui/InteractionPointMarkers.gd")
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
var _actions: Array[Dictionary] = []
var _actions: Array[InteractionAction] = []
var _selected_index: int = 0
var _last_selected_id: String = ""
var _scan_elapsed: float = SCAN_INTERVAL
@@ -58,32 +57,23 @@ func _refresh_actions() -> void:
if player == null:
_set_actions([])
return
var collected: Array[Dictionary] = []
for node in get_tree().get_nodes_in_group("whaletown_interactable"):
if not is_instance_valid(node) or not node.has_method("get_interaction_actions"):
var collected: Array[InteractionAction] = []
for node: Node in get_tree().get_nodes_in_group(InteractableComponent.GROUP):
var interactable: InteractableComponent = node as InteractableComponent
if interactable == null:
continue
var actions_variant: Variant = node.call("get_interaction_actions", player)
if not (actions_variant is Array):
continue
for item in actions_variant as Array:
if item is Dictionary:
var action: Dictionary = item
if bool(action.get("available", true)):
collected.append(action)
collected.sort_custom(func(a: Dictionary, b: Dictionary) -> bool:
var priority_a := int(a.get("priority", 100))
var priority_b := int(b.get("priority", 100))
if priority_a != priority_b:
return priority_a < priority_b
var distance_a := float(a.get("distance", INF))
var distance_b := float(b.get("distance", INF))
if not is_equal_approx(distance_a, distance_b):
return distance_a < distance_b
return str(a.get("title", "")) < str(b.get("title", ""))
for action: InteractionAction in interactable.get_actions(player):
collected.append(action)
collected.sort_custom(func(a: InteractionAction, b: InteractionAction) -> bool:
if a.priority != b.priority:
return a.priority < b.priority
if not is_equal_approx(a.distance, b.distance):
return a.distance < b.distance
return a.title < b.title
)
_set_actions(collected)
func _set_actions(next_actions: Array[Dictionary]) -> void:
func _set_actions(next_actions: Array[InteractionAction]) -> void:
_actions = next_actions
if _actions.is_empty():
_selected_index = 0
@@ -92,30 +82,29 @@ func _set_actions(next_actions: Array[Dictionary]) -> void:
return
var matched_index := -1
for index in _actions.size():
if str(_actions[index].get("id", "")) == _last_selected_id:
if _actions[index].id == _last_selected_id:
matched_index = index
break
_selected_index = matched_index if matched_index >= 0 else clampi(_selected_index, 0, _actions.size() - 1)
_last_selected_id = str(_actions[_selected_index].get("id", ""))
_last_selected_id = _actions[_selected_index].id
_render()
func _select_offset(offset: int) -> void:
if _actions.is_empty():
return
_selected_index = posmod(_selected_index + offset, _actions.size())
_last_selected_id = str(_actions[_selected_index].get("id", ""))
_last_selected_id = _actions[_selected_index].id
_render()
func _execute_selected() -> void:
if _executing or _actions.is_empty():
return
var action := _actions[_selected_index]
var callback_variant: Variant = action.get("callback", Callable())
if not (callback_variant is Callable) or not (callback_variant as Callable).is_valid():
var action: InteractionAction = _actions[_selected_index]
if not action.activate.is_valid():
return
_executing = true
_render()
(callback_variant as Callable).call()
action.activate.call()
await get_tree().create_timer(0.18).timeout
_executing = false
_refresh_actions()
@@ -168,13 +157,13 @@ func _render() -> void:
var start: int = clampi(_selected_index - 2, 0, maxi(0, _actions.size() - MAX_ACTIONS_VISIBLE))
var finish: int = mini(_actions.size(), start + MAX_ACTIONS_VISIBLE)
for index in range(start, finish):
var action := _actions[index]
var action: InteractionAction = _actions[index]
var row := Label.new()
row.custom_minimum_size = Vector2(0, 29)
row.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
row.add_theme_font_size_override("font_size", 16)
var selected := index == _selected_index
row.text = (" " if selected else " ") + str(action.get("title", "交互")) + ("" if selected and _executing else "")
row.text = (" " if selected else " ") + action.title + ("" if selected and _executing else "")
row.add_theme_color_override("font_color", ACCENT if selected else Color(0.92, 0.96, 0.98, 1.0))
if selected:
row.add_theme_stylebox_override("normal", _selected_style())
@@ -191,19 +180,12 @@ func _render_interaction_points() -> void:
if markers == null:
return
var positions: Array[Vector2] = []
for node: Node in get_tree().get_nodes_in_group("whaletown_interactable"):
if not is_instance_valid(node) or not node.has_method("get_interaction_actions"):
for node: Node in get_tree().get_nodes_in_group(InteractableComponent.GROUP):
var interactable: InteractableComponent = node as InteractableComponent
if interactable == null:
continue
if node.has_method("get_interaction_marker_positions"):
var marker_positions_variant: Variant = node.call("get_interaction_marker_positions")
if marker_positions_variant is Array:
for position_variant: Variant in marker_positions_variant as Array:
if position_variant is Vector2:
positions.append(position_variant as Vector2)
continue
var source_node: Node2D = node as Node2D
if source_node != null:
positions.append(InteractionAnchorUtil.get_position(source_node))
for position: Vector2 in interactable.get_marker_positions():
positions.append(position)
markers.call("set_points", positions)
func _ensure_point_markers() -> Node2D: