Files
Cozypaw-Hospital/scripts/characters/character.gd
Steven Wroblewski 51bfd1718b fix(core): enforce CharacterData compile order and remove ClassDB type lookup on export
character.gd referenced CharacterData.State as a compile-time constant dict,
causing export to fail when character.gd was compiled before character_data.gd
(alphabetical order). The preload forces character_data.gd to be compiled first.
Changing SubResource type to "Resource" removes the ClassDB lookup for the
custom class name during scene export, relying on the explicit script reference
instead.

Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-04-17 13:11:30 +02:00

70 lines
2.1 KiB
GDScript

## Character — base class for all playable figures (bunny, cat, etc.).
class_name Character extends Node2D
const _CharacterData = preload("res://scripts/characters/character_data.gd")
signal character_picked_up(character: Character)
signal character_placed(character: Character, position: Vector2)
signal state_changed(new_state: CharacterData.State)
@export var character_id: String = ""
@export var display_name: String = ""
@export var data: CharacterData
var _is_held: bool = false
const _STATE_COLORS: Dictionary = {
CharacterData.State.HEALTHY: Color(0.6, 0.8, 1.0),
CharacterData.State.SICK: Color(0.7, 0.9, 0.7),
CharacterData.State.SLEEPING: Color(0.8, 0.7, 0.95),
CharacterData.State.TIRED: Color(1.0, 0.95, 0.6),
CharacterData.State.PREGNANT: Color(1.0, 0.85, 0.9),
CharacterData.State.BABY: Color(0.9, 0.95, 1.0),
}
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)
if data != null:
_update_visual_state()
func set_state(new_state: CharacterData.State) -> void:
if data == null:
return
data.state = new_state
_update_visual_state()
state_changed.emit(new_state)
func _update_visual_state() -> void:
if data == null:
return
var visual: ColorRect = get_node_or_null("Visual") as ColorRect
if visual == null:
return
var color: Color = _STATE_COLORS.get(data.state, Color(0.6, 0.8, 1.0))
visual.color = color
var ear_left: ColorRect = get_node_or_null("Ears/EarLeft") as ColorRect
var ear_right: ColorRect = get_node_or_null("Ears/EarRight") as ColorRect
if ear_left != null:
ear_left.color = color
if ear_right != null:
ear_right.color = color
func _on_drag_picked_up(_pos: Vector2) -> void:
_is_held = true
character_picked_up.emit(self)
func _on_drag_released(pos: Vector2) -> void:
_is_held = false
if data == null or data.id.is_empty():
return
GameState.set_character_position(character_id, global_position)
character_placed.emit(self, global_position)