refactor: unify interactable components
This commit is contained in:
96
_Core/interactions/InteractableComponent.gd
Normal file
96
_Core/interactions/InteractableComponent.gd
Normal file
@@ -0,0 +1,96 @@
|
||||
class_name InteractableComponent
|
||||
extends Node
|
||||
|
||||
# 可挂载于任意 Node2D 宿主的交互组件。
|
||||
# 它统一负责交互锚点、距离过滤、白圈位置和静态动作;复杂宿主可通过
|
||||
# build_interaction_actions(component, player) 返回多个 InteractionAction。
|
||||
const GROUP: StringName = &"whaletown_interactable_component"
|
||||
|
||||
@export_category("Interaction")
|
||||
@export var interaction_id: String = ""
|
||||
@export var interaction_title: String = ""
|
||||
@export var interaction_priority: int = 100
|
||||
@export var interaction_distance: float = 150.0
|
||||
@export var activation_method: StringName = &""
|
||||
@export var show_marker: bool = true
|
||||
|
||||
@export_category("Anchor")
|
||||
@export var anchor_path: NodePath = NodePath("")
|
||||
|
||||
var _host: Node2D
|
||||
|
||||
func _ready() -> void:
|
||||
_host = get_parent() as Node2D
|
||||
if _host == null:
|
||||
push_error("InteractableComponent 必须挂在 Node2D 宿主下:%s" % get_path())
|
||||
return
|
||||
add_to_group(GROUP)
|
||||
|
||||
func get_actions(player: Node2D) -> Array[InteractionAction]:
|
||||
var actions: Array[InteractionAction] = []
|
||||
if player == null or not is_interaction_active():
|
||||
return actions
|
||||
var distance: float = get_anchor_position().distance_to(player.global_position)
|
||||
if distance > interaction_distance:
|
||||
return actions
|
||||
if _host != null and _host.has_method("build_interaction_actions"):
|
||||
var actions_variant: Variant = _host.call("build_interaction_actions", self, player)
|
||||
if actions_variant is Array:
|
||||
for action_variant: Variant in actions_variant as Array:
|
||||
if action_variant is InteractionAction:
|
||||
var action: InteractionAction = action_variant as InteractionAction
|
||||
if action.is_valid():
|
||||
action.distance = distance
|
||||
actions.append(action)
|
||||
return actions
|
||||
var default_action: InteractionAction = _create_default_action()
|
||||
if default_action != null:
|
||||
default_action.distance = distance
|
||||
actions.append(default_action)
|
||||
return actions
|
||||
|
||||
func get_marker_positions() -> Array[Vector2]:
|
||||
if not show_marker or not is_interaction_active():
|
||||
return []
|
||||
return [get_anchor_position()]
|
||||
|
||||
func get_anchor_position() -> Vector2:
|
||||
var anchor: Node2D = _resolve_anchor()
|
||||
if anchor == null:
|
||||
return Vector2.ZERO
|
||||
var collision_shape: CollisionShape2D = _first_enabled_collision_shape(anchor)
|
||||
return collision_shape.global_position if collision_shape != null else anchor.global_position
|
||||
|
||||
func is_interaction_active() -> bool:
|
||||
if _host == null:
|
||||
return false
|
||||
if _host.has_method("is_interaction_active"):
|
||||
return bool(_host.call("is_interaction_active", self))
|
||||
return true
|
||||
|
||||
func _create_default_action() -> InteractionAction:
|
||||
if _host == null or activation_method.is_empty() or interaction_id.strip_edges().is_empty() or interaction_title.strip_edges().is_empty():
|
||||
return null
|
||||
if not _host.has_method(activation_method):
|
||||
push_warning("InteractableComponent: %s 不存在方法 %s" % [_host.get_path(), activation_method])
|
||||
return null
|
||||
return InteractionAction.create(interaction_id, interaction_title, interaction_priority, Callable(_host, activation_method))
|
||||
|
||||
func _resolve_anchor() -> Node2D:
|
||||
if _host == null:
|
||||
return null
|
||||
if not anchor_path.is_empty():
|
||||
var explicit_anchor: Node2D = _host.get_node_or_null(anchor_path) as Node2D
|
||||
if explicit_anchor != null:
|
||||
return explicit_anchor
|
||||
return _host
|
||||
|
||||
func _first_enabled_collision_shape(anchor: Node2D) -> CollisionShape2D:
|
||||
var direct_shape: CollisionShape2D = anchor as CollisionShape2D
|
||||
if direct_shape != null and not direct_shape.disabled and direct_shape.shape != null:
|
||||
return direct_shape
|
||||
for child: Node in anchor.get_children():
|
||||
var collision_shape: CollisionShape2D = child as CollisionShape2D
|
||||
if collision_shape != null and not collision_shape.disabled and collision_shape.shape != null:
|
||||
return collision_shape
|
||||
return null
|
||||
1
_Core/interactions/InteractableComponent.gd.uid
Normal file
1
_Core/interactions/InteractableComponent.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://cn3fccr0qc41h
|
||||
20
_Core/interactions/InteractionAction.gd
Normal file
20
_Core/interactions/InteractionAction.gd
Normal file
@@ -0,0 +1,20 @@
|
||||
class_name InteractionAction
|
||||
extends RefCounted
|
||||
|
||||
# 交互管理器使用的强类型动作数据,避免各交互物品以 Dictionary 约定字段。
|
||||
var id: String = ""
|
||||
var title: String = ""
|
||||
var priority: int = 100
|
||||
var distance: float = INF
|
||||
var activate: Callable = Callable()
|
||||
|
||||
static func create(action_id: String, action_title: String, action_priority: int, callback: Callable) -> InteractionAction:
|
||||
var action: InteractionAction = InteractionAction.new()
|
||||
action.id = action_id
|
||||
action.title = action_title
|
||||
action.priority = action_priority
|
||||
action.activate = callback
|
||||
return action
|
||||
|
||||
func is_valid() -> bool:
|
||||
return not id.strip_edges().is_empty() and not title.strip_edges().is_empty() and activate.is_valid()
|
||||
1
_Core/interactions/InteractionAction.gd.uid
Normal file
1
_Core/interactions/InteractionAction.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://dbrui8h3sbjrn
|
||||
Reference in New Issue
Block a user