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

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@@ -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

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@@ -0,0 +1 @@
uid://cn3fccr0qc41h

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@@ -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()

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@@ -0,0 +1 @@
uid://dbrui8h3sbjrn

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

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@@ -1,14 +0,0 @@
class_name InteractionAnchor
extends RefCounted
# 所有交互距离与地图标记共用的世界锚点。
# Area2D 优先使用实际 CollisionShape2D 的中心,避免脚本节点原点与碰撞区域有偏移时
# 出现“能交互的位置”和白圈不一致的问题。
static func get_position(node: Node2D) -> Vector2:
var area: Area2D = node as Area2D
if area != null:
for child: Node in area.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.global_position
return node.global_position

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@@ -1 +0,0 @@
uid://dogltsticcpy2

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@@ -23,7 +23,6 @@ const COMPANION_NAMEPLATE_VISUAL_MAX_WIDTH: int = 118
const COMPANION_NAMEPLATE_VISUAL_CHAR_WIDTH: int = 12 const COMPANION_NAMEPLATE_VISUAL_CHAR_WIDTH: int = 12
const NPC_NAMEPLATE_OFFSET_Y: float = -136.0 const NPC_NAMEPLATE_OFFSET_Y: float = -136.0
const HIRED_PLAYER_NAMEPLATE_OFFSET_Y: float = -96.0 const HIRED_PLAYER_NAMEPLATE_OFFSET_Y: float = -96.0
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
@onready var player: PlayerController = $YSortWorld/Characters/Players/Player @onready var player: PlayerController = $YSortWorld/Characters/Players/Player
@onready var playerCamera: Camera2D = $YSortWorld/Characters/Players/Player/Camera2D @onready var playerCamera: Camera2D = $YSortWorld/Characters/Players/Player/Camera2D
@@ -39,7 +38,6 @@ var _isChangingScene: bool = false
var _lastRecruitmentClickMsec: int = 0 var _lastRecruitmentClickMsec: int = 0
func _ready() -> void: func _ready() -> void:
add_to_group("whaletown_interactable")
_align_service_occupants() _align_service_occupants()
_configure_static_companion_nameplates() _configure_static_companion_nameplates()
_apply_spawn_point() _apply_spawn_point()
@@ -47,6 +45,7 @@ func _ready() -> void:
_connect_exit_area() _connect_exit_area()
_connect_recruitment_area() _connect_recruitment_area()
_connect_cafe_companion_events() _connect_cafe_companion_events()
_register_interactables()
_discover_destination() _discover_destination()
func _discover_destination() -> void: func _discover_destination() -> void:
@@ -103,29 +102,28 @@ func _connect_cafe_companion_events() -> void:
eventSystem.call("connect_event", EventNames.CAFE_COMPANION_AGENT_REGISTERED, _on_cafe_companion_agent_registered, self) eventSystem.call("connect_event", EventNames.CAFE_COMPANION_AGENT_REGISTERED, _on_cafe_companion_agent_registered, self)
eventSystem.call("connect_event", EventNames.CAFE_COMPANION_EMPLOYMENT_RESIGNED, _on_cafe_companion_employment_resigned, self) eventSystem.call("connect_event", EventNames.CAFE_COMPANION_EMPLOYMENT_RESIGNED, _on_cafe_companion_employment_resigned, self)
func _register_interactables() -> void:
var exit_interactable: InteractableComponent = InteractableComponent.new()
exit_interactable.interaction_id = "cafe_exit"
exit_interactable.interaction_title = "离开咖啡馆"
exit_interactable.interaction_priority = 20
exit_interactable.interaction_distance = 160.0
exit_interactable.activation_method = &"_leave_to_work_zone"
exit_interactable.anchor_path = NodePath("InteractionAreas/ExitToWorkZoneArea")
add_child(exit_interactable)
var recruitment_interactable: InteractableComponent = InteractableComponent.new()
recruitment_interactable.interaction_id = "cafe_recruitment"
recruitment_interactable.interaction_title = "登记咖啡店陪伴机器人"
recruitment_interactable.interaction_priority = 30
recruitment_interactable.interaction_distance = 150.0
recruitment_interactable.activation_method = &"_try_emit_recruitment_selected"
recruitment_interactable.anchor_path = NodePath("InteractionAreas/CafeRecruitmentLogoArea")
add_child(recruitment_interactable)
func _on_exit_area_body_entered(body: Node2D) -> void: func _on_exit_area_body_entered(body: Node2D) -> void:
return return
func get_interaction_actions(local_player: Node2D) -> Array[Dictionary]:
if _isChangingScene or exitToWorkZoneArea == null:
return []
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(exitToWorkZoneArea)
var distance: float = anchor_position.distance_to(local_player.global_position)
if distance > 160.0:
return []
return [{
"id": "cafe_exit",
"title": "离开咖啡馆",
"distance": distance,
"priority": 20,
"callback": Callable(self, "_leave_to_work_zone"),
}]
func get_interaction_marker_positions() -> Array[Vector2]:
if exitToWorkZoneArea == null:
return []
return [InteractionAnchorUtil.get_position(exitToWorkZoneArea)]
func _leave_to_work_zone() -> void: func _leave_to_work_zone() -> void:
if _isChangingScene: if _isChangingScene:
return return

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@@ -1,8 +1,6 @@
class_name ScenePortal class_name ScenePortal
extends Area2D extends Area2D
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
# ============================================================================ # ============================================================================
# ScenePortal.gd - 场景入口传送组件 # ScenePortal.gd - 场景入口传送组件
# ============================================================================ # ============================================================================
@@ -16,27 +14,20 @@ const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
@export var interactionDistance: float = 160.0 @export var interactionDistance: float = 160.0
func _ready() -> void: func _ready() -> void:
add_to_group("whaletown_interactable") var label: String = interactionTitle.strip_edges()
if label.is_empty():
label = "进入 %s" % targetSceneName
var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_id = "portal:%s" % str(get_path())
interactable.interaction_title = label
interactable.interaction_priority = 20
interactable.interaction_distance = interactionDistance
interactable.activation_method = &"_change_scene"
add_child(interactable)
func _on_body_entered(body: Node2D) -> void: func _on_body_entered(body: Node2D) -> void:
return return
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 []
var label := interactionTitle.strip_edges()
if label.is_empty():
label = "进入 %s" % targetSceneName
return [{
"id": "portal:%s" % get_instance_id(),
"title": label,
"distance": distance,
"priority": 20,
"callback": Callable(self, "_change_scene"),
}]
func _change_scene() -> void: func _change_scene() -> void:
if targetSceneName.is_empty(): if targetSceneName.is_empty():
push_warning("ScenePortal: targetSceneName is empty.") push_warning("ScenePortal: targetSceneName is empty.")

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@@ -31,7 +31,6 @@ var _isInsideMall: bool = false
var _mallCanEnter: bool = true var _mallCanEnter: bool = true
func _ready() -> void: func _ready() -> void:
add_to_group("whaletown_interactable")
_apply_spawn_point() _apply_spawn_point()
_configure_camera() _configure_camera()
_ensure_mall_panel() _ensure_mall_panel()

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@@ -8,7 +8,6 @@ extends Area2D
# ============================================================================ # ============================================================================
const INTERACTION_COLLISION_LAYER: int = 2 const INTERACTION_COLLISION_LAYER: int = 2
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
@export var buildingId: String = "" @export var buildingId: String = ""
@export var buildingTitle: String = "" @export var buildingTitle: String = ""
@@ -18,20 +17,18 @@ const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
func _ready() -> void: func _ready() -> void:
collision_layer = INTERACTION_COLLISION_LAYER collision_layer = INTERACTION_COLLISION_LAYER
collision_mask = 0 collision_mask = 0
add_to_group("whaletown_interactable") var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_distance = interactionDistance
add_child(interactable)
func get_interaction_actions(player: Node2D) -> Array[Dictionary]: func is_interaction_active(_component: InteractableComponent) -> bool:
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self) return not buildingId.strip_edges().is_empty()
var distance: float = anchor_position.distance_to(player.global_position)
if distance > interactionDistance: func build_interaction_actions(_component: InteractableComponent, _player: Node2D) -> Array[InteractionAction]:
return [] var actions: Array[InteractionAction] = []
return [{ var title: String = buildingTitle if not buildingTitle.is_empty() else "设施"
"id": "building:%s" % buildingId, actions.append(InteractionAction.create("building:%s" % buildingId, "使用 %s" % title, 30, Callable(self, "interact")))
"title": "使用 %s" % (buildingTitle if not buildingTitle.is_empty() else "设施"), return actions
"distance": distance,
"priority": 30,
"callback": Callable(self, "interact"),
}]
func interact() -> void: func interact() -> void:
var payload := { var payload := {

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@@ -19,9 +19,22 @@ class_name CafeCompanionTarget
var _lastClickMsec: int = 0 var _lastClickMsec: int = 0
func _ready() -> void: func _ready() -> void:
var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_distance = 160.0
add_child(interactable)
input_pickable = true input_pickable = true
set_process_unhandled_input(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, "%s 交流" % display_name, 45, Callable(self, "_try_emit_target_selected")))
return actions
func _input_event(_viewport: Viewport, event: InputEvent, _shapeIdx: int) -> void: func _input_event(_viewport: Viewport, event: InputEvent, _shapeIdx: int) -> void:
if not (event is InputEventMouseButton): if not (event is InputEventMouseButton):
return return

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@@ -18,7 +18,6 @@ class_name NPCController
signal interaction_happened(text: String) signal interaction_happened(text: String)
const CHAT_BUBBLE_SCENE: PackedScene = preload("res://scenes/ui/ChatBubble.tscn") 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_LAYER_NAME: String = "WorldChatBubbleLayer"
const CHAT_BUBBLE_TARGET_OFFSET: Vector2 = Vector2(0, -84) const CHAT_BUBBLE_TARGET_OFFSET: Vector2 = Vector2(0, -84)
const NPC_TALKED_EVENT: String = "npc_talked" const NPC_TALKED_EVENT: String = "npc_talked"
@@ -42,7 +41,14 @@ const NAMEPLATE_VISUAL_CHAR_WIDTH: int = 12
var _nameplate: Label var _nameplate: Label
func _ready() -> void: 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 = "%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。 # 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"): if animation_player.has_animation("idle"):
animation_player.play("idle") animation_player.play("idle")
@@ -68,19 +74,6 @@ func interact() -> void:
}) })
interaction_happened.emit(dialogue) 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": "%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。 # 在 NPC 头顶生成一次性聊天气泡。
# #
# 参数: # 参数:

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@@ -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_VISUAL_CHAR_WIDTH: int = 12
const CAFE_NAME_LABEL_OFFSET_Y: float = -96.0 const CAFE_NAME_LABEL_OFFSET_Y: float = -96.0
const WORLD_TEXT_THEME = preload("res://assets/ui/world_text_theme.tres") const WORLD_TEXT_THEME = preload("res://assets/ui/world_text_theme.tres")
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
const DIRECTION_ROWS: Dictionary = { const DIRECTION_ROWS: Dictionary = {
"down": 0, "down": 0,
"up": 1, "up": 1,
@@ -37,9 +36,12 @@ const DIRECTION_ROWS: Dictionary = {
@onready var sprite: Sprite2D = $Sprite2D @onready var sprite: Sprite2D = $Sprite2D
var _nameLabel: Label var _nameLabel: Label
var _cafeCompanionTarget: CafeCompanionTarget var _cafeCompanionTarget: CafeCompanionTarget
var _interactable: InteractableComponent
func _ready() -> void: 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 # 初始化时确保无物理处理
set_physics_process(false) set_physics_process(false)
# 初始位置设为当前位置 # 初始位置设为当前位置
@@ -54,37 +56,16 @@ func _ready() -> void:
if has_node("CollisionShape2D"): if has_node("CollisionShape2D"):
$CollisionShape2D.disabled = true $CollisionShape2D.disabled = true
func get_interaction_actions(player: Node2D) -> Array[Dictionary]: func is_interaction_active(_component: InteractableComponent) -> bool:
if userId.strip_edges().is_empty() or player == null: return not userId.strip_edges().is_empty()
return []
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self) func build_interaction_actions(_component: InteractableComponent, _player: Node2D) -> Array[InteractionAction]:
var distance: float = anchor_position.distance_to(player.global_position) var actions: Array[InteractionAction] = []
if distance > 160.0:
return []
var display_name := username if not username.strip_edges().is_empty() else "玩家" var display_name := username if not username.strip_edges().is_empty() else "玩家"
return [ 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")))
"id": "player_card:%s" % userId, actions.append(InteractionAction.create("player_friend:%s" % userId, "申请添加 %s 为好友" % display_name, 62, Callable(self, "_request_friend")))
"title": "查看 %s 的社区名片" % display_name, return actions
"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"),
},
]
func _show_community_profile() -> void: func _show_community_profile() -> void:
var socialManager := get_node_or_null("/root/SocialManager") var socialManager := get_node_or_null("/root/SocialManager")

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@@ -4,25 +4,17 @@ class_name DatawhaleHonorBoard
const RANKING_PANEL_SCENE: PackedScene = preload("res://scenes/ui/datawhale_honor_ranking_panel.tscn") const RANKING_PANEL_SCENE: PackedScene = preload("res://scenes/ui/datawhale_honor_ranking_panel.tscn")
const RANKING_PANEL_NAME: String = "DatawhaleHonorRankingPanel" const RANKING_PANEL_NAME: String = "DatawhaleHonorRankingPanel"
const INTERACTION_COLLISION_LAYER: int = 2 const INTERACTION_COLLISION_LAYER: int = 2
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
func _ready() -> void: func _ready() -> void:
collision_layer = INTERACTION_COLLISION_LAYER collision_layer = INTERACTION_COLLISION_LAYER
collision_mask = 0 collision_mask = 0
add_to_group("whaletown_interactable") var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_id = "honor_board:%s" % str(get_path())
func get_interaction_actions(player: Node2D) -> Array[Dictionary]: interactable.interaction_title = "查看荣誉榜"
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self) interactable.interaction_priority = 35
var distance: float = anchor_position.distance_to(player.global_position) interactable.interaction_distance = 150.0
if distance > 150.0: interactable.activation_method = &"interact"
return [] add_child(interactable)
return [{
"id": "honor_board:%s" % get_instance_id(),
"title": "查看荣誉榜",
"distance": distance,
"priority": 35,
"callback": Callable(self, "interact"),
}]
func interact() -> void: func interact() -> void:
var root: Window = get_tree().root var root: Window = get_tree().root

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@@ -4,25 +4,17 @@ class_name NoticeBoard
const NOTICE_DIALOG_SCENE: PackedScene = preload("res://scenes/ui/notice_dialog.tscn") const NOTICE_DIALOG_SCENE: PackedScene = preload("res://scenes/ui/notice_dialog.tscn")
const NOTICE_DIALOG_NAME: String = "NoticeDialog" const NOTICE_DIALOG_NAME: String = "NoticeDialog"
const INTERACTION_COLLISION_LAYER: int = 2 const INTERACTION_COLLISION_LAYER: int = 2
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
func _ready() -> void: func _ready() -> void:
collision_layer = INTERACTION_COLLISION_LAYER collision_layer = INTERACTION_COLLISION_LAYER
collision_mask = 0 collision_mask = 0
add_to_group("whaletown_interactable") var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_id = "notice_board:%s" % str(get_path())
func get_interaction_actions(player: Node2D) -> Array[Dictionary]: interactable.interaction_title = "查看公告栏"
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self) interactable.interaction_priority = 35
var distance: float = anchor_position.distance_to(player.global_position) interactable.interaction_distance = 150.0
if distance > 150.0: interactable.activation_method = &"interact"
return [] add_child(interactable)
return [{
"id": "notice_board:%s" % get_instance_id(),
"title": "查看公告栏",
"distance": distance,
"priority": 35,
"callback": Callable(self, "interact"),
}]
func interact() -> void: func interact() -> void:
var root: Window = get_tree().root var root: Window = get_tree().root

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@@ -4,25 +4,17 @@ class_name WelcomeBoard
const WELCOME_DIALOG_SCENE: PackedScene = preload("res://scenes/ui/welcome_dialog.tscn") const WELCOME_DIALOG_SCENE: PackedScene = preload("res://scenes/ui/welcome_dialog.tscn")
const WELCOME_DIALOG_NAME: String = "WelcomeDialog" const WELCOME_DIALOG_NAME: String = "WelcomeDialog"
const INTERACTION_COLLISION_LAYER: int = 2 const INTERACTION_COLLISION_LAYER: int = 2
const InteractionAnchorUtil = preload("res://_Core/utils/InteractionAnchor.gd")
func _ready() -> void: func _ready() -> void:
collision_layer = INTERACTION_COLLISION_LAYER collision_layer = INTERACTION_COLLISION_LAYER
collision_mask = 0 collision_mask = 0
add_to_group("whaletown_interactable") var interactable: InteractableComponent = InteractableComponent.new()
interactable.interaction_id = "welcome_board:%s" % str(get_path())
func get_interaction_actions(player: Node2D) -> Array[Dictionary]: interactable.interaction_title = "查看新人引导"
var anchor_position: Vector2 = InteractionAnchorUtil.get_position(self) interactable.interaction_priority = 35
var distance: float = anchor_position.distance_to(player.global_position) interactable.interaction_distance = 150.0
if distance > 150.0: interactable.activation_method = &"interact"
return [] add_child(interactable)
return [{
"id": "welcome_board:%s" % get_instance_id(),
"title": "查看新人引导",
"distance": distance,
"priority": 35,
"callback": Callable(self, "interact"),
}]
func interact() -> void: func interact() -> void:
var root: Window = get_tree().root var root: Window = get_tree().root