Amélioration du survol des objets

This commit is contained in:
Altaezio
2026-06-04 12:52:19 +02:00
parent 749238b85b
commit 1b56a648c3

View File

@@ -13,7 +13,7 @@ const CARD_UP_PADDING = 50
@export var default_cursor : Texture2D
@export var hover_cursor : Texture2D
var current_inspect : Node = null
var all_inspected : Array[Node]
var inspected : Node = null
var inspected_card_info : CardInfo = null
var time_last_inspected : float = 0.
@@ -28,6 +28,27 @@ var press_action_done := false
var action_disabled := false
func get_current_inspected() -> Node:
if all_inspected.size() > 0:
var mouse_pos := player.get_global_mouse_position()
var closest_dist := INF
var closest_ind := -1
for i in all_inspected.size():
var node := all_inspected[i]
if not is_instance_valid(node):
all_inspected.remove_at(i)
elif node is Node2D:
var dist = node.global_position.distance_squared_to(mouse_pos)
if dist < closest_dist:
closest_dist = dist
closest_ind = i
elif closest_ind < 0:
closest_ind = i
if all_inspected.size() > 0:
return all_inspected[closest_ind]
return null
func _ready():
Input.set_custom_mouse_cursor(default_cursor)
Input.set_custom_mouse_cursor(hover_cursor, Input.CURSOR_POINTING_HAND)
@@ -39,7 +60,8 @@ func _process(delta):
else :
%ActionProgressBar.value = 0.
if current_inspect != inspected:
var current_inspected := get_current_inspected()
if current_inspected != inspected:
time_last_inspected += delta
%Inspector.position = get_viewport().get_mouse_position()
@@ -53,13 +75,13 @@ func _process(delta):
update_card()
update_inspector()
update_inspector(current_inspected)
func process_player_actions(delta : float):
can_interact = (
current_inspect
and current_inspect is Interactable
and player.can_interact(current_inspect)
inspected
and inspected is Interactable
and player.can_interact(inspected)
)
current_selected_item = player.data.inventory.get_item()
@@ -92,7 +114,7 @@ func process_player_actions(delta : float):
and current_selected_item.is_action_need_press_time()
and not press_action_done
and not can_interact
and not current_inspect is InventoryGuiItemMouseDetector
and not inspected is InventoryGuiItemMouseDetector
):
press_time += delta
%ActionProgressBar.value = press_time/current_selected_item.get_action_press_time() * 100
@@ -114,10 +136,10 @@ func process_player_actions(delta : float):
%ActionProgressBar.value = 0.
if Input.is_action_just_pressed("action"):
if current_inspect is InventoryGuiItemMouseDetector:
if inspected is InventoryGuiItemMouseDetector:
GameInfo.game_data.player_data.inventory.set_current_item(inspected.index)
elif can_interact:
var interactable = current_inspect as Interactable
var interactable = inspected as Interactable
player.try_interact(interactable)
elif can_use_item and not current_selected_item.is_action_need_press_time():
player.try_use_item(
@@ -126,18 +148,8 @@ func process_player_actions(delta : float):
)
func inspect(node: Node):
if current_inspect and current_inspect != node and current_inspect.has_method("inspect"):
current_inspect.inspect(false)
current_inspect = node
inspected = node
if inspected.has_method("card_info"):
inspected_card_info = inspected.card_info()
else:
inspected_card_info = null
time_last_inspected = 0
if current_inspect.has_method("inspect"):
current_inspect.inspect(true)
update_inspector()
if not node in all_inspected:
all_inspected.append(node)
func update_card():
if (
@@ -174,13 +186,26 @@ func update_card():
# time_last_inspected = 0.
func update_inspector():
func update_inspector(current_inspected:Node):
if current_inspected and inspected != current_inspected:
if inspected and inspected.has_method("inspect"):
inspected.inspect(false)
inspected = current_inspected
if inspected.has_method("card_info"):
inspected_card_info = inspected.card_info()
else:
inspected_card_info = null
time_last_inspected = 0
if inspected.has_method("inspect"):
inspected.inspect(true)
if player and not action_disabled and (get_tree() and not get_tree().paused):
if can_interact and current_inspect and current_inspect is Interactable:
if can_interact and inspected and inspected is Interactable:
%Action.visible = true
%ActionText.text = current_inspect.interact_text()
%Action.modulate = DEFAULT_ACTION_COLOR if current_inspect.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
%ActionEnergyImage.visible = current_inspect.interaction_cost(player) != 0
%ActionText.text = inspected.interact_text()
%Action.modulate = DEFAULT_ACTION_COLOR if inspected.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
%ActionEnergyImage.visible = inspected.interaction_cost(player) != 0
elif current_selected_item and current_selected_item.use_text() != "":
%Action.visible = true
%ActionText.text = current_selected_item.use_text() + (tr("NO_ENERGY_LEFT") if not have_energy_to_use_item else "")
@@ -194,9 +219,5 @@ func update_inspector():
else:
%Action.visible = false
func stop_inspect(node : Node = current_inspect):
if node.has_method("inspect"):
node.inspect(false)
if current_inspect == node:
current_inspect = null
update_inspector()
func stop_inspect(node : Node = get_current_inspected()):
all_inspected.erase(node)