netfishing/world/player_water_trigger.gd

81 lines
2.3 KiB
GDScript

@tool
class_name PlayerWaterTrigger
extends Area3D
signal recovery_requested(player: Player, surface_height: float)
enum SurfaceHeightMode {
EXPLICIT,
PARENT_GLOBAL_Y,
}
@export_group("Surface")
@export var surface_height_mode: SurfaceHeightMode = SurfaceHeightMode.EXPLICIT:
set(value):
surface_height_mode = value
if Engine.is_editor_hint():
notify_property_list_changed()
## Legacy explicit height used when Surface Height Mode is Explicit.
@export var surface_height: float = 0.2
@export_group("Recovery Trigger")
## Recovery begins when the player's body center reaches this depth.
@export_range(0.0, 2.0, 0.05) var entry_depth_threshold: float = 0.35
var _tracked_players: Array[Player] = []
var _triggered_players: Dictionary[StringName, bool] = {}
func _ready() -> void:
if Engine.is_editor_hint():
set_physics_process(false)
return
body_entered.connect(_on_body_entered)
body_exited.connect(_on_body_exited)
func _physics_process(_delta: float) -> void:
var active_surface_height: float = get_surface_height()
for player: Player in _tracked_players.duplicate():
if not is_instance_valid(player):
_tracked_players.erase(player)
continue
var player_key: StringName = StringName(str(player.get_instance_id()))
if _triggered_players.has(player_key):
continue
if (
player.get_body_center_position().y
<= active_surface_height - entry_depth_threshold
):
_triggered_players[player_key] = true
recovery_requested.emit(player, active_surface_height)
func get_surface_height() -> float:
if surface_height_mode == SurfaceHeightMode.PARENT_GLOBAL_Y:
var surface_owner := get_parent() as Node3D
if surface_owner != null:
return surface_owner.global_position.y
return surface_height
func _validate_property(property: Dictionary) -> void:
if (
property.name == "surface_height"
and surface_height_mode == SurfaceHeightMode.PARENT_GLOBAL_Y
):
property.usage = int(property.usage) & ~PROPERTY_USAGE_EDITOR
func _on_body_entered(body: Node3D) -> void:
var player: Player = body as Player
if player == null or player in _tracked_players:
return
_tracked_players.append(player)
func _on_body_exited(body: Node3D) -> void:
var player: Player = body as Player
if player == null:
return
_tracked_players.erase(player)
_triggered_players.erase(StringName(str(player.get_instance_id())))