refactor: unify interactable components
This commit is contained in:
@@ -19,9 +19,22 @@ class_name CafeCompanionTarget
|
||||
var _lastClickMsec: int = 0
|
||||
|
||||
func _ready() -> void:
|
||||
var interactable: InteractableComponent = InteractableComponent.new()
|
||||
interactable.interaction_distance = 160.0
|
||||
add_child(interactable)
|
||||
input_pickable = true
|
||||
set_process_unhandled_input(true)
|
||||
|
||||
func is_interaction_active(_component: InteractableComponent) -> bool:
|
||||
return not servicePointId.strip_edges().is_empty() and not companionId.strip_edges().is_empty()
|
||||
|
||||
func build_interaction_actions(_component: InteractableComponent, _player: Node2D) -> Array[InteractionAction]:
|
||||
var actions: Array[InteractionAction] = []
|
||||
var display_name: String = _resolved_persona_name()
|
||||
var action_id: String = "cafe_companion:%s" % servicePointId
|
||||
actions.append(InteractionAction.create(action_id, "与 %s 交流" % display_name, 45, Callable(self, "_try_emit_target_selected")))
|
||||
return actions
|
||||
|
||||
func _input_event(_viewport: Viewport, event: InputEvent, _shapeIdx: int) -> void:
|
||||
if not (event is InputEventMouseButton):
|
||||
return
|
||||
|
||||
@@ -18,7 +18,6 @@ class_name NPCController
|
||||
signal interaction_happened(text: String)
|
||||
|
||||
const CHAT_BUBBLE_SCENE: PackedScene = preload("res://scenes/ui/ChatBubble.tscn")
|
||||
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
|
||||
const CHAT_BUBBLE_LAYER_NAME: String = "WorldChatBubbleLayer"
|
||||
const CHAT_BUBBLE_TARGET_OFFSET: Vector2 = Vector2(0, -84)
|
||||
const NPC_TALKED_EVENT: String = "npc_talked"
|
||||
@@ -42,7 +41,14 @@ const NAMEPLATE_VISUAL_CHAR_WIDTH: int = 12
|
||||
var _nameplate: Label
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("whaletown_interactable")
|
||||
if get_node_or_null("CafeCompanionTarget") == null:
|
||||
var interactable: InteractableComponent = InteractableComponent.new()
|
||||
interactable.interaction_id = "npc:%s" % str(get_path())
|
||||
interactable.interaction_title = "与 %s 交谈" % npcName
|
||||
interactable.interaction_priority = 40
|
||||
interactable.interaction_distance = interactionDistance
|
||||
interactable.activation_method = &"interact"
|
||||
add_child(interactable)
|
||||
# 播放场景里配置好的待机动画,让不同 NPC 可以复用同一个控制器。
|
||||
if animation_player.has_animation("idle"):
|
||||
animation_player.play("idle")
|
||||
@@ -68,19 +74,6 @@ func interact() -> void:
|
||||
})
|
||||
interaction_happened.emit(dialogue)
|
||||
|
||||
func get_interaction_actions(player: Node2D) -> Array[Dictionary]:
|
||||
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self)
|
||||
var distance: float = anchor_position.distance_to(player.global_position)
|
||||
if distance > interactionDistance:
|
||||
return []
|
||||
return [{
|
||||
"id": "npc:%s" % get_instance_id(),
|
||||
"title": "与 %s 交谈" % npcName,
|
||||
"distance": distance,
|
||||
"priority": 40,
|
||||
"callback": Callable(self, "interact"),
|
||||
}]
|
||||
|
||||
# 在 NPC 头顶生成一次性聊天气泡。
|
||||
#
|
||||
# 参数:
|
||||
|
||||
@@ -26,7 +26,6 @@ const CAFE_NAME_LABEL_VISUAL_MAX_WIDTH: int = 118
|
||||
const CAFE_NAME_LABEL_VISUAL_CHAR_WIDTH: int = 12
|
||||
const CAFE_NAME_LABEL_OFFSET_Y: float = -96.0
|
||||
const WORLD_TEXT_THEME = preload("res://assets/ui/world_text_theme.tres")
|
||||
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
|
||||
const DIRECTION_ROWS: Dictionary = {
|
||||
"down": 0,
|
||||
"up": 1,
|
||||
@@ -37,9 +36,12 @@ const DIRECTION_ROWS: Dictionary = {
|
||||
@onready var sprite: Sprite2D = $Sprite2D
|
||||
var _nameLabel: Label
|
||||
var _cafeCompanionTarget: CafeCompanionTarget
|
||||
var _interactable: InteractableComponent
|
||||
|
||||
func _ready() -> void:
|
||||
add_to_group("whaletown_interactable")
|
||||
_interactable = InteractableComponent.new()
|
||||
_interactable.interaction_distance = 160.0
|
||||
add_child(_interactable)
|
||||
# 初始化时确保无物理处理
|
||||
set_physics_process(false)
|
||||
# 初始位置设为当前位置
|
||||
@@ -54,37 +56,16 @@ func _ready() -> void:
|
||||
if has_node("CollisionShape2D"):
|
||||
$CollisionShape2D.disabled = true
|
||||
|
||||
func get_interaction_actions(player: Node2D) -> Array[Dictionary]:
|
||||
if userId.strip_edges().is_empty() or player == null:
|
||||
return []
|
||||
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self)
|
||||
var distance: float = anchor_position.distance_to(player.global_position)
|
||||
if distance > 160.0:
|
||||
return []
|
||||
func is_interaction_active(_component: InteractableComponent) -> bool:
|
||||
return not userId.strip_edges().is_empty()
|
||||
|
||||
func build_interaction_actions(_component: InteractableComponent, _player: Node2D) -> Array[InteractionAction]:
|
||||
var actions: Array[InteractionAction] = []
|
||||
var display_name := username if not username.strip_edges().is_empty() else "玩家"
|
||||
return [
|
||||
{
|
||||
"id": "player_card:%s" % userId,
|
||||
"title": "查看 %s 的社区名片" % display_name,
|
||||
"distance": distance,
|
||||
"priority": 60,
|
||||
"callback": Callable(self, "_show_community_profile"),
|
||||
},
|
||||
{
|
||||
"id": "player_dm:%s" % userId,
|
||||
"title": "私聊 %s" % display_name,
|
||||
"distance": distance,
|
||||
"priority": 61,
|
||||
"callback": Callable(self, "_open_private_chat"),
|
||||
},
|
||||
{
|
||||
"id": "player_friend:%s" % userId,
|
||||
"title": "申请添加 %s 为好友" % display_name,
|
||||
"distance": distance,
|
||||
"priority": 62,
|
||||
"callback": Callable(self, "_request_friend"),
|
||||
},
|
||||
]
|
||||
actions.append(InteractionAction.create("player_card:%s" % userId, "查看 %s 的社区名片" % display_name, 60, Callable(self, "_show_community_profile")))
|
||||
actions.append(InteractionAction.create("player_dm:%s" % userId, "私聊 %s" % display_name, 61, Callable(self, "_open_private_chat")))
|
||||
actions.append(InteractionAction.create("player_friend:%s" % userId, "申请添加 %s 为好友" % display_name, 62, Callable(self, "_request_friend")))
|
||||
return actions
|
||||
|
||||
func _show_community_profile() -> void:
|
||||
var socialManager := get_node_or_null("/root/SocialManager")
|
||||
|
||||
Reference in New Issue
Block a user