GodotComponentTest/systems/InteractionSystem.cs

88 lines
3.0 KiB
C#

using Godot;
using System;
using System.Collections.Generic;
using Godot.Collections;
using GodotComponentTest.components;
using GodotComponentTest.entities;
using Array = System.Array;
using NodePair = System.Tuple<Godot.Node, Godot.Node>;
public class InteractionSystem : Node
{
private List<NodePair> _interactionPairs;
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
_interactionPairs = new List<NodePair>();
}
public override void _Process(float delta)
{
base._Process(delta);
List<NodePair> invalidInteractionPairs = new List<NodePair>();
foreach (Tuple<Node, Node> pair in _interactionPairs)
{
Node nodeA = pair.Item1;
Node nodeB = pair.Item2;
if (nodeA == null || nodeA.IsQueuedForDeletion() || nodeB == null || nodeB.IsQueuedForDeletion()) {
invalidInteractionPairs.Add(pair);
}
if (nodeA == null || nodeA.IsQueuedForDeletion())
{
IInteractionInterface interactableB = nodeB as IInteractionInterface;
if (interactableB != null)
{
interactableB.OnInteractionEnd();
interactableB.InteractionComponent = null;
}
}
if (nodeB == null || nodeB.IsQueuedForDeletion())
{
IInteractionInterface interactableA = nodeA as IInteractionInterface;
if (interactableA != null)
{
interactableA.OnInteractionEnd();
interactableA.InteractionComponent = null;
}
}
}
foreach (NodePair pair in invalidInteractionPairs)
{
_interactionPairs.Remove(pair);
}
}
public void OnStartInteraction(Entity owningEntity, Entity targetEntity)
{
InteractionComponent interactionComponent = new InteractionComponent();
interactionComponent.OwningEntity = owningEntity;
interactionComponent.TargetEntity = targetEntity;
ConnectInteractionSignals(owningEntity, interactionComponent);
ConnectInteractionSignals(targetEntity, interactionComponent);
interactionComponent.EmitSignal("InteractionStart");
NodePair pair = new NodePair(owningEntity, targetEntity);
_interactionPairs.Add(new NodePair(owningEntity, targetEntity));
}
private static void ConnectInteractionSignals(Entity entity, InteractionComponent interactionComponent)
{
IInteractionInterface interactable = entity as IInteractionInterface;
if (interactable != null)
{
interactable.InteractionComponent = interactionComponent;
interactionComponent.Connect("InteractionStart", entity, nameof(interactable.OnInteractionStart));
interactionComponent.Connect("InteractionEnd", entity, nameof(interactable.OnInteractionEnd));
}
}
}