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chemo-sim/scripts/character/chair_interaction.gd
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zwitschi 8462a2fde7
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feat: Implement nausea symptom system and related features
- Added SymptomManager autoload for managing symptom intensities.
- Introduced nausea tilt effect for camera roll based on nausea intensity.
- Created color desaturation shader and overlay for visual feedback.
- Developed TreatmentManager to handle nausea ramping during IV treatment.
- Added hospital room scene with first-person controller and interactions.
- Implemented sit-down interaction for the treatment chair.
- Created IV insertion sequence with animations and completion signal.
- Added player controller with movement and interaction capabilities.
- Integrated nausea effects into the player experience with smooth transitions.
2026-05-30 14:14:38 +02:00

106 lines
2.8 KiB
GDScript

class_name ChairInteraction
extends Area3D
## Sit-down interaction for the treatment chair.
## Shows a prompt when the player is in range, sits them on `interact`,
## smoothly lerps the camera to a seated pose, locks movement, and emits
## `player_seated`. Standing again unlocks movement and emits `player_stood`.
signal player_seated
signal player_stood
@export var seat_transform_path: NodePath
@export var lerp_duration: float = 0.6
@onready var prompt_label: Label = $PromptLayer/PromptLabel
@onready var seat_marker: Node3D = get_node_or_null(seat_transform_path)
var _player: PlayerController = null
var _player_in_range: bool = false
var _is_seated: bool = false
var _stand_transform: Transform3D
var _tween: Tween = null
func _ready() -> void:
if prompt_label:
prompt_label.visible = false
body_entered.connect(_on_body_entered)
body_exited.connect(_on_body_exited)
func _on_body_entered(body: Node3D) -> void:
if body is PlayerController:
_player = body
_player_in_range = true
_update_prompt()
func _on_body_exited(body: Node3D) -> void:
if body == _player and not _is_seated:
_player_in_range = false
_player = null
_update_prompt()
func _unhandled_input(event: InputEvent) -> void:
if not event.is_action_pressed("interact"):
return
if _is_seated:
_stand_up()
elif _player_in_range and _player != null:
_sit_down()
func _update_prompt() -> void:
if not prompt_label:
return
if _is_seated:
prompt_label.text = "Press E to stand"
prompt_label.visible = true
elif _player_in_range:
prompt_label.text = "Press E to sit"
prompt_label.visible = true
else:
prompt_label.visible = false
func _sit_down() -> void:
if seat_marker == null:
push_warning("ChairInteraction: no seat marker assigned; cannot sit.")
return
_is_seated = true
_stand_transform = _player.global_transform
_player.set_movement_locked(true)
_update_prompt()
_lerp_player_to(seat_marker.global_transform, func() -> void:
player_seated.emit()
)
func _stand_up() -> void:
_is_seated = false
_update_prompt()
_lerp_player_to(_stand_transform, func() -> void:
if _player:
_player.set_movement_locked(false)
player_stood.emit()
# Refresh range state after standing.
_player_in_range = overlaps_body(_player) if _player else false
_update_prompt()
)
func _lerp_player_to(target: Transform3D, on_done: Callable) -> void:
if _tween and _tween.is_running():
_tween.kill()
_tween = create_tween()
_tween.set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN_OUT)
_tween.tween_method(_apply_player_transform.bind(_player.global_transform, target),
0.0, 1.0, lerp_duration)
_tween.tween_callback(on_done)
func _apply_player_transform(t: float, from_xform: Transform3D, to_xform: Transform3D) -> void:
if _player:
_player.global_transform = from_xform.interpolate_with(to_xform, t)