feat(items): add OutfitItem, tap-to-undress, and outfit refs on Character

- Add OutfitItem (extends HoldableItem): applies outfit on drop within 80px
  of character body, falls back to hand slot attach if no character in range
- Add apply_outfit_item / remove_outfit / _handle_outfit_tap to Character
- Track item node refs in _outfit_item_refs for restoring visibility
- Fix animation state: reset to idle before tap handling in _on_drag_released
- Extract _ITEM_DROP_OFFSET constant (replaces magic Vector2(0,60))
- Add 5 tests in test_outfit_item.gd, 14 new tests in test_character_v2.gd
This commit is contained in:
Steven Wroblewski
2026-05-09 00:19:15 +02:00
parent 07c3b996d7
commit c1df40361a
3 changed files with 138 additions and 1 deletions
+31
View File
@@ -0,0 +1,31 @@
## OutfitItem — HoldableItem that applies an outfit layer to a Character when dropped
## within OUTFIT_APPLY_RADIUS of the character's center. Falls back to hand slot
## attachment if no character body is in range.
class_name OutfitItem extends HoldableItem
const OUTFIT_APPLY_RADIUS: float = 80.0
@export var outfit_layer: int = 1
@export var outfit_sprite: Texture2D
func _on_drag_released(_pos: Vector2) -> void:
var character: Character = _find_nearest_character()
if character != null:
character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self)
return
super._on_drag_released(_pos)
func _find_nearest_character() -> Character:
var best_dist: float = OUTFIT_APPLY_RADIUS
var best: Character = null
for node: Node in get_tree().get_nodes_in_group("characters"):
var character: Character = node as Character
if character == null:
continue
var dist: float = global_position.distance_to(character.global_position)
if dist < best_dist:
best_dist = dist
best = character
return best