Files
Dawn-Godot/scripts/Entity/Component/EntityInteractor.gd

65 lines
1.8 KiB
GDScript

class_name EntityInteractor extends Node
enum InteractorType {
PLAYER_INPUT,
UNDECIDED
}
@export var interactorType:InteractorType = InteractorType.UNDECIDED;
@export var entityDirection:EntityDirection = null;
@export var characterBody:CharacterBody3D = null;
@export var interactRange = 0.7;
@export var entity:Entity = null
@export_flags_3d_physics() var interactLayers = 2;
func interactWith(interactable:EntityInteractable) -> void:
interactable.interact(self)
func getRaycastInteractable() -> EntityInteractable:
if !entityDirection or !characterBody:
return null
var rayDirection = entityDirection.getDirectionVector()
var query = PhysicsRayQueryParameters3D.create(
characterBody.global_position,
characterBody.global_position + (rayDirection * interactRange)
)
query.collide_with_bodies = true;
query.collide_with_areas = true;
query.collision_mask = interactLayers;
query.exclude = [ characterBody ];
var result = characterBody.get_world_3d().direct_space_state.intersect_ray(query)
if !result or !result.collider:
return null
var coll:Node3D = result.collider;
var interactable:EntityInteractable = coll.find_child("EntityInteractable")
return interactable
func _process(delta: float) -> void:
if !entity or entity.isPaused():
return
match interactorType:
InteractorType.PLAYER_INPUT:
_processPlayerInput()
InteractorType.UNDECIDED:
_processUndecided()
_:
assert(false, "Invalid interactor type")
func _processPlayerInput() -> void:
if !Input.is_action_just_pressed("interact"):
return
# Conditions where player cannot interact.
if UI.hasInteractionFocus():
return
var interactable:EntityInteractable = getRaycastInteractable()
if interactable:
self.interactWith(interactable)
func _processUndecided() -> void:
pass