netfishing/world/fishing_shop_interaction.gd

71 lines
1.7 KiB
GDScript

class_name FishingShopInteraction
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()
func is_local_player_in_range() -> bool:
return _local_player_in_range
func is_avatar_in_range(avatar: Player) -> bool:
return (
avatar != null
and is_instance_valid(avatar)
and avatar in get_overlapping_bodies()
)
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
and is_instance_valid(_local_player)
and _local_player in get_overlapping_bodies()
)
_set_local_player_in_range(is_overlapping)
func _on_body_entered(body: Node3D) -> void:
if body == _local_player:
_set_local_player_in_range(true)
func _on_body_exited(body: Node3D) -> void:
if body == _local_player:
_set_local_player_in_range(false)
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
local_player_range_changed.emit(in_range)