82 lines
1.8 KiB
C#
82 lines
1.8 KiB
C#
using Godot;
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using System;
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using System.Collections.Generic;
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using System.Diagnostics;
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public class TaskQueueComponent : Component
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{
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public abstract class Task
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{
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public abstract bool PerformTask(Entity entity, float delta);
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}
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public class NavigationTask : Task
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{
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public NavigationComponent.NavigationPoint NavigationPoint;
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public NavigationTask(NavigationComponent.NavigationPoint navigationPoint)
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{
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NavigationPoint = navigationPoint;
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}
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public override bool PerformTask(Entity entity, float delta)
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{
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return NavigationPoint.IsReached(entity.GlobalTransform);
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}
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}
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public class InteractionTask : Task
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{
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public Entity TargetEntity;
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public InteractionTask(Entity entity)
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{
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TargetEntity = entity;
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}
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public override bool PerformTask(Entity entity, float delta)
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{
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GD.Print("Interaction of " + entity + " with " + TargetEntity);
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if (TargetEntity is Chest)
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{
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Chest chest = (Chest)TargetEntity;
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chest.OnInteract();
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}
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return true;
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}
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}
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public Queue<Task> Queue;
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public TaskQueueComponent()
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{
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Queue = new Queue<Task>();
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Reset();
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}
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public void Reset()
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{
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Queue.Clear();
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}
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public void Process(Entity entity, float delta)
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{
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if (Queue.Count == 0)
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{
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return;
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}
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Task currentTask = Queue.Peek();
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while (currentTask.PerformTask(entity, delta))
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{
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Queue.Dequeue();
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if (Queue.Count == 0)
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{
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break;
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}
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currentTask = Queue.Peek();
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}
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}
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} |