Beispiel #1
0
    // Handles the players interaction with objects
    private void RayCasting()
    {
        // Automatically picks up items
        foreach (Area2D CollidedArea in GetNode <Area2D>("ItemPickUpRange").GetOverlappingAreas())
        {
            if (!(CollidedArea is ItemEntity it))
            {
                continue;
            }
            it.PlayerColliding = true;
            it.PlayerBody      = this;
        }

        // Interacts with interactable areas
        foreach (Area2D RayCast in GetTree().GetNodesInGroup("PlayerRays"))
        {
            var collided = false; // Checks if the area has and to breaks the loop
            if (RayCast.GetOverlappingAreas().Count <= 0)
            {
                continue;                                        // Checks if the area has collided
            }
            var collidedTile = RayCast.GetOverlappingAreas()[0]; // Fetches the collided tile

            // Checks the tiles type
            switch (collidedTile)
            {
            // Handles interactable tiles
            case InteractableTile T:
                T.OutLine.Visible     = true;
                T.PlayerColliding     = true;
                T.PlayerBody          = this;
                CollidingInteractable = T;
                collided = true;
                break;

            // Handles NPC's
            case NPC T:
                T.PlayerColliding = true;
                T.PlayerBody      = this;
                collided          = true;
                break;

            // Handles placed items
            case PlacedItem T:
                T.PlayerColliding     = true;
                T.PlayerBody          = this;
                CollidingInteractable = T;
                collided = true;
                break;
            }

            if (collided)
            {
                break;                    // Breaks the loop if collided
            }
            CollidingInteractable = null; // Clears the interactable tile if the area hasn't collided with a tile
        }
    }