refactor: unify interactable components
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@@ -23,7 +23,6 @@ const COMPANION_NAMEPLATE_VISUAL_MAX_WIDTH: int = 118
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const COMPANION_NAMEPLATE_VISUAL_CHAR_WIDTH: int = 12
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const NPC_NAMEPLATE_OFFSET_Y: float = -136.0
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const HIRED_PLAYER_NAMEPLATE_OFFSET_Y: float = -96.0
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const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
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@onready var player: PlayerController = $YSortWorld/Characters/Players/Player
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@onready var playerCamera: Camera2D = $YSortWorld/Characters/Players/Player/Camera2D
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@@ -39,7 +38,6 @@ var _isChangingScene: bool = false
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var _lastRecruitmentClickMsec: int = 0
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func _ready() -> void:
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add_to_group("whaletown_interactable")
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_align_service_occupants()
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_configure_static_companion_nameplates()
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_apply_spawn_point()
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@@ -47,6 +45,7 @@ func _ready() -> void:
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_connect_exit_area()
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_connect_recruitment_area()
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_connect_cafe_companion_events()
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_register_interactables()
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_discover_destination()
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func _discover_destination() -> void:
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@@ -103,29 +102,28 @@ func _connect_cafe_companion_events() -> void:
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eventSystem.call("connect_event", EventNames.CAFE_COMPANION_AGENT_REGISTERED, _on_cafe_companion_agent_registered, self)
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eventSystem.call("connect_event", EventNames.CAFE_COMPANION_EMPLOYMENT_RESIGNED, _on_cafe_companion_employment_resigned, self)
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func _register_interactables() -> void:
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var exit_interactable: InteractableComponent = InteractableComponent.new()
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exit_interactable.interaction_id = "cafe_exit"
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exit_interactable.interaction_title = "离开咖啡馆"
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exit_interactable.interaction_priority = 20
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exit_interactable.interaction_distance = 160.0
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exit_interactable.activation_method = &"_leave_to_work_zone"
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exit_interactable.anchor_path = NodePath("InteractionAreas/ExitToWorkZoneArea")
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add_child(exit_interactable)
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var recruitment_interactable: InteractableComponent = InteractableComponent.new()
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recruitment_interactable.interaction_id = "cafe_recruitment"
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recruitment_interactable.interaction_title = "登记咖啡店陪伴机器人"
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recruitment_interactable.interaction_priority = 30
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recruitment_interactable.interaction_distance = 150.0
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recruitment_interactable.activation_method = &"_try_emit_recruitment_selected"
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recruitment_interactable.anchor_path = NodePath("InteractionAreas/CafeRecruitmentLogoArea")
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add_child(recruitment_interactable)
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func _on_exit_area_body_entered(body: Node2D) -> void:
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return
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func get_interaction_actions(local_player: Node2D) -> Array[Dictionary]:
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if _isChangingScene or exitToWorkZoneArea == null:
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return []
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var anchor_position: Vector2 = InteractionAnchorUtil.get_position(exitToWorkZoneArea)
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var distance: float = anchor_position.distance_to(local_player.global_position)
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if distance > 160.0:
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return []
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return [{
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"id": "cafe_exit",
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"title": "离开咖啡馆",
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"distance": distance,
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"priority": 20,
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"callback": Callable(self, "_leave_to_work_zone"),
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}]
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func get_interaction_marker_positions() -> Array[Vector2]:
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if exitToWorkZoneArea == null:
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return []
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return [InteractionAnchorUtil.get_position(exitToWorkZoneArea)]
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func _leave_to_work_zone() -> void:
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if _isChangingScene:
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return
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@@ -1,8 +1,6 @@
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class_name ScenePortal
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extends Area2D
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const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
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# ============================================================================
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# ScenePortal.gd - 场景入口传送组件
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# ============================================================================
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@@ -16,27 +14,20 @@ const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
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@export var interactionDistance: float = 160.0
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func _ready() -> void:
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add_to_group("whaletown_interactable")
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var label: String = interactionTitle.strip_edges()
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if label.is_empty():
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label = "进入 %s" % targetSceneName
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var interactable: InteractableComponent = InteractableComponent.new()
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interactable.interaction_id = "portal:%s" % str(get_path())
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interactable.interaction_title = label
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interactable.interaction_priority = 20
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interactable.interaction_distance = interactionDistance
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interactable.activation_method = &"_change_scene"
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add_child(interactable)
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func _on_body_entered(body: Node2D) -> void:
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return
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func get_interaction_actions(player: Node2D) -> Array[Dictionary]:
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var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self)
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var distance: float = anchor_position.distance_to(player.global_position)
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if distance > interactionDistance:
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return []
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var label := interactionTitle.strip_edges()
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if label.is_empty():
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label = "进入 %s" % targetSceneName
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return [{
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"id": "portal:%s" % get_instance_id(),
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"title": label,
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"distance": distance,
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"priority": 20,
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"callback": Callable(self, "_change_scene"),
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}]
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func _change_scene() -> void:
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if targetSceneName.is_empty():
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push_warning("ScenePortal: targetSceneName is empty.")
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@@ -31,7 +31,6 @@ var _isInsideMall: bool = false
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var _mallCanEnter: bool = true
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func _ready() -> void:
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add_to_group("whaletown_interactable")
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_apply_spawn_point()
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_configure_camera()
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_ensure_mall_panel()
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@@ -8,7 +8,6 @@ extends Area2D
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# ============================================================================
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const INTERACTION_COLLISION_LAYER: int = 2
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const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
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@export var buildingId: String = ""
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@export var buildingTitle: String = ""
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@@ -18,20 +17,18 @@ const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
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func _ready() -> void:
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collision_layer = INTERACTION_COLLISION_LAYER
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collision_mask = 0
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add_to_group("whaletown_interactable")
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var interactable: InteractableComponent = InteractableComponent.new()
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interactable.interaction_distance = interactionDistance
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add_child(interactable)
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func get_interaction_actions(player: Node2D) -> Array[Dictionary]:
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var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self)
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var distance: float = anchor_position.distance_to(player.global_position)
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if distance > interactionDistance:
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return []
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return [{
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"id": "building:%s" % buildingId,
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"title": "使用 %s" % (buildingTitle if not buildingTitle.is_empty() else "设施"),
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"distance": distance,
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"priority": 30,
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"callback": Callable(self, "interact"),
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}]
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func is_interaction_active(_component: InteractableComponent) -> bool:
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return not buildingId.strip_edges().is_empty()
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func build_interaction_actions(_component: InteractableComponent, _player: Node2D) -> Array[InteractionAction]:
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var actions: Array[InteractionAction] = []
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var title: String = buildingTitle if not buildingTitle.is_empty() else "设施"
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actions.append(InteractionAction.create("building:%s" % buildingId, "使用 %s" % title, 30, Callable(self, "interact")))
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return actions
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func interact() -> void:
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var payload := {
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