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using Godot;
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using System;
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using SupaLidlGame.Characters;
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using SupaLidlGame.Extensions;
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using SupaLidlGame.Events;
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namespace SupaLidlGame.BoundingBoxes;
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public partial class ConnectorBox : Area2D
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{
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[Signal]
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public delegate void RequestedEnterEventHandler(
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ConnectorBox box,
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Player player);
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2023-08-05 00:32:43 -07:00
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[Export(PropertyHint.File, "*.tscn")]
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public string ToArea { get; set; }
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[Export]
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public string ToConnector { get; set; }
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[Export]
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public string Identifier { get; set; }
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/// <summary>
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/// Determines if the connector requires the user to interact to enter
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/// the connector
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/// </summary>
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[Export]
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public InteractionTrigger InteractionTrigger { get; set; }
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private Player _player = null;
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public override void _Ready()
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{
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BodyEntered += (Node2D body) =>
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{
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if (body is Player && InteractionTrigger is null)
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{
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OnInteraction();
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}
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};
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if (InteractionTrigger is not null)
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{
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InteractionTrigger.Interaction += OnInteraction;
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}
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}
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public override void _Process(double delta)
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{
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base._Process(delta);
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}
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protected void OnInteraction()
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{
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var eventBus = this.GetEventBus();
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System.Diagnostics.Debug.Assert(eventBus is not null);
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var args = new Events.RequestAreaArgs
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{
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Area = ToArea,
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Connector = ToConnector,
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};
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eventBus.EmitSignal(EventBus.SignalName.RequestMoveToArea, args);
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}
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}
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