96ec053331
- HoldableItem._try_return_to_chest() snaps item back if within CHEST_RETURN_RADIUS (80px) - _on_drag_released checks chest return before hand-slot fallback - OutfitItem._on_drag_released checks chest return before outfit/hand-slot logic - GameState: _chest_states dict + get/set/clear_chest_state methods - GameState.get_save_data() bumped to version 3, includes chest_states - GameState.apply_save_data() restores chest_states from save data
34 lines
1.0 KiB
GDScript
34 lines
1.0 KiB
GDScript
## OutfitItem — HoldableItem that applies an outfit layer to a Character when dropped
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## within OUTFIT_APPLY_RADIUS of the character's center. Falls back to hand slot
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## attachment if no character body is in range.
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class_name OutfitItem extends HoldableItem
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const OUTFIT_APPLY_RADIUS: float = 80.0
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@export var outfit_layer: int = 1
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@export var outfit_sprite: Texture2D
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func _on_drag_released(_pos: Vector2) -> void:
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if _try_return_to_chest():
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return
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var character: Character = _find_nearest_character()
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if character != null:
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character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self)
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return
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super._on_drag_released(_pos)
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func _find_nearest_character() -> Character:
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var best_dist: float = OUTFIT_APPLY_RADIUS
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var best: Character = null
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for node: Node in get_tree().get_nodes_in_group("characters"):
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var character: Character = node as Character
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if character == null:
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continue
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var dist: float = global_position.distance_to(character.global_position)
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if dist < best_dist:
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best_dist = dist
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best = character
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return best
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