Files
Emberwild/scripts/world/pickup.gd

56 lines
1.5 KiB
GDScript

extends Area3D
## An item lying on the ground (stick, stone, flint). Look at it and press E.
## Lives on collision layer 2, so the player walks through it but the
## interaction ray still finds it.
var item_id := "stick"
var amount := 1
var uid := "" ## stable id for saves (see props.gd)
var taken := false
func setup(id: String, mesh: Mesh, material: Material, radius: float) -> void:
item_id = id
collision_layer = 2
collision_mask = 0
monitoring = false
var mi := MeshInstance3D.new()
mi.mesh = mesh
mi.material_override = material
add_child(mi)
var cs := CollisionShape3D.new()
var sph := SphereShape3D.new()
sph.radius = radius
cs.shape = sph
cs.position = Vector3(0, radius * 0.5, 0)
add_child(cs)
func interact_prompt(_player: Node) -> String:
if item_id == "fiber" and not dropped:
return "Wild flax [E] Pick %d %s" % [amount, ItemDB.item_name(item_id).to_lower()]
return "[E] Pick up %s%s" % [ItemDB.item_name(item_id), " x%d" % amount if amount > 1 else ""]
func interact(player: Node) -> void:
Actions.pickup(player, self)
signal taken_now(pickup: Node)
var dropped := false ## dropped by the player (arrows, spears): saved, never regrows
## Picked up: hidden (not freed) so it can reappear later (props.gd regrowth).
## Dropped items just go.
func collected() -> void:
if taken:
return
taken = true
if dropped:
queue_free()
return
visible = false
collision_layer = 0
taken_now.emit(self)
func regrow() -> void:
taken = false
visible = true
collision_layer = 2