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

@@ -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")