Rework island water and shop character

This commit is contained in:
Alexander Sellite 2026-08-08 00:34:06 -04:00
parent 0d50c324e9
commit 352350157b
65 changed files with 1144 additions and 1120 deletions

View file

@ -3,17 +3,25 @@ extends Area3D
signal local_player_range_changed(in_range: bool)
@export_node_path("Node3D") var look_character_path: NodePath = ^"../Shopkeeper"
var _local_player: Player
var _local_player_in_range: bool = false
var _look_character: WorldCharacterDisplay
func _ready() -> void:
_look_character = get_node_or_null(
look_character_path
) as WorldCharacterDisplay
body_entered.connect(_on_body_entered)
body_exited.connect(_on_body_exited)
func setup_local_player(player: Player) -> void:
_local_player = player
if _look_character != null:
_look_character.set_head_look_target(player)
_refresh_overlaps()
@ -29,6 +37,12 @@ func is_avatar_in_range(avatar: Player) -> bool:
)
func get_prompt_anchor_position() -> Vector3:
if _look_character != null:
return _look_character.get_head_anchor_position()
return global_position + Vector3.UP * 1.25
func _refresh_overlaps() -> void:
var is_overlapping: bool = (
_local_player != null
@ -49,6 +63,8 @@ func _on_body_exited(body: Node3D) -> void:
func _set_local_player_in_range(in_range: bool) -> void:
if _look_character != null:
_look_character.set_head_look_active(in_range)
if _local_player_in_range == in_range:
return
_local_player_in_range = in_range