feat(items): add HoldableItem with hand slot detection, fix detach_item position
- Character registers in "characters" group on _ready for group scanning - detach_item saves/restores global_position after reparenting - New HoldableItem base class: scans "characters" group on drag_released, attaches to nearest free hand within 60px radius, detaches on pickup Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,73 @@
|
||||
## HoldableItem — Node2D that can be held in a Character's HandLeft or HandRight slot.
|
||||
## Attach DragDropComponent as a child. On drag_released scans "characters" group for
|
||||
## the nearest free hand slot within HAND_SLOT_RADIUS.
|
||||
class_name HoldableItem extends Node2D
|
||||
|
||||
signal item_picked_up(item: HoldableItem)
|
||||
signal item_placed(item: HoldableItem)
|
||||
|
||||
const HAND_SLOT_RADIUS: float = 60.0
|
||||
|
||||
@export var item_id: String = ""
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
var drag: DragDropComponent = get_node_or_null("DragDropComponent") as DragDropComponent
|
||||
if drag != null:
|
||||
drag.drag_picked_up.connect(_on_drag_picked_up)
|
||||
drag.drag_released.connect(_on_drag_released)
|
||||
|
||||
|
||||
func _on_drag_picked_up(_pos: Vector2) -> void:
|
||||
if is_in_hand_slot():
|
||||
_detach_from_hand_slot()
|
||||
item_picked_up.emit(self)
|
||||
|
||||
|
||||
func _on_drag_released(_pos: Vector2) -> void:
|
||||
var result: Array = _find_nearest_free_hand_slot()
|
||||
if not result.is_empty():
|
||||
var character: Character = result[0] as Character
|
||||
var hand: String = result[1] as String
|
||||
character.attach_item(hand, self)
|
||||
item_placed.emit(self)
|
||||
|
||||
|
||||
func is_in_hand_slot() -> bool:
|
||||
var p: Node = get_parent()
|
||||
if p == null:
|
||||
return false
|
||||
return p.name == "HandLeft" or p.name == "HandRight"
|
||||
|
||||
|
||||
func _detach_from_hand_slot() -> void:
|
||||
var hand_slot: Node = get_parent()
|
||||
var character: Character = hand_slot.get_parent() as Character
|
||||
if character == null:
|
||||
return
|
||||
var hand: String = "left" if hand_slot.name == "HandLeft" else "right"
|
||||
character.detach_item(hand)
|
||||
|
||||
|
||||
func _find_nearest_free_hand_slot() -> Array:
|
||||
var best_dist: float = HAND_SLOT_RADIUS
|
||||
var best_character: Character = null
|
||||
var best_hand: String = ""
|
||||
for node: Node in get_tree().get_nodes_in_group("characters"):
|
||||
var character: Character = node as Character
|
||||
if character == null:
|
||||
continue
|
||||
for hand: String in ["left", "right"]:
|
||||
if not character.is_hand_free(hand):
|
||||
continue
|
||||
var slot: Node2D = character.get_node_or_null("Hand" + hand.capitalize()) as Node2D
|
||||
if slot == null:
|
||||
continue
|
||||
var dist: float = global_position.distance_to(slot.global_position)
|
||||
if dist < best_dist:
|
||||
best_dist = dist
|
||||
best_character = character
|
||||
best_hand = hand
|
||||
if best_character == null:
|
||||
return []
|
||||
return [best_character, best_hand]
|
||||
Reference in New Issue
Block a user