drag & drop with inventory slots
This commit is contained in:
@@ -18,8 +18,8 @@ func _ready():
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update(GameInfo.game_data.player_data.inventory)
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func update(inventory: Inventory):
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if last_inventory_size != len(inventory.get_all_items()) or last_n_tools != inventory.tools.size():
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last_inventory_size = len(inventory.get_all_items())
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if last_inventory_size != inventory.get_all_items_size() or last_n_tools != inventory.tools.size():
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last_inventory_size = inventory.get_all_items_size()
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last_n_tools = inventory.tools.size()
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generate_inventory_mouse_detectors(last_inventory_size, last_n_tools)
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@@ -22,7 +22,7 @@ func _ready():
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func card_info() -> CardInfo:
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var inventory := GameInfo.game_data.player_data.inventory
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if inventory and index < len(inventory.get_all_items()):
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if inventory and index < inventory.get_all_items_size():
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var item = GameInfo.game_data.player_data.inventory.get_all_items()[index]
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if item:
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return item.card_info()
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@@ -10,39 +10,43 @@ const ZONE_DEACTIVATED_COLOR = Color("#FF006E")
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const CARD_VISUALISATION_TIME = 0.3
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const CARD_UP_PADDING = 50
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@export var default_cursor : Texture2D
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@export var hover_cursor : Texture2D
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const PRESS_TIME_DRAG := 0.15
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var all_inspected : Array[Node]
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var inspected : Node = null
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var inspected_card_info : CardInfo = null
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var player : Player # renseigné par Player
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var can_interact : bool = false
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var current_selected_item : Item = null
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var have_energy_to_use_item : bool = false
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var could_use_item : bool = false
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var can_use_item : bool = false
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@export var default_cursor: Texture2D
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@export var hover_cursor: Texture2D
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var all_inspected: Array[Node]
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var inspected: Node = null
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var inspected_card_info: CardInfo = null
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var inspected_inventory_slot: InventoryGuiItemMouseDetector = null
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var player: Player # renseigné par Player
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var can_interact: bool = false
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var current_selected_item: Item = null
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var have_energy_to_use_item: bool = false
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var could_use_item: bool = false
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var can_use_item: bool = false
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var press_time := 0.
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var press_action_done := false
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var dragging_inspected := false
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var action_disabled := false
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func get_current_inspected() -> Node:
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if all_inspected.size() > 0:
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var mouse_pos := player.get_global_mouse_position()
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var closest_dist := INF
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var closest_ind := -1
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for i in all_inspected.size():
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var node := all_inspected[i]
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if not is_instance_valid(node):
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all_inspected.remove_at(i)
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elif node is Node2D:
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var dist = node.global_position.distance_squared_to(mouse_pos)
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if dist < closest_dist:
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closest_dist = dist
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if player:
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var mouse_pos := player.get_global_mouse_position()
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var closest_dist := INF
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all_inspected = all_inspected.filter(func(node): return is_instance_valid(node))
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for i in all_inspected.size():
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var node := all_inspected[i]
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if node is Node2D:
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var dist = node.global_position.distance_squared_to(mouse_pos)
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if dist < closest_dist:
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closest_dist = dist
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closest_ind = i
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elif closest_ind < 0:
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closest_ind = i
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elif closest_ind < 0:
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closest_ind = i
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if all_inspected.size() > 0:
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return all_inspected[closest_ind]
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@@ -51,17 +55,18 @@ func get_current_inspected() -> Node:
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func _ready():
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Input.set_custom_mouse_cursor(default_cursor)
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Input.set_custom_mouse_cursor(hover_cursor, Input.CURSOR_POINTING_HAND)
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%Action.visible = false
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%Action.visible = false
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func _process(delta):
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if player and not action_disabled:
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process_player_actions(delta)
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else :
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else:
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%ActionProgressBar.value = 0.
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dragging_inspected = false
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%Inspector.position = get_viewport().get_mouse_position()
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if not action_disabled and current_selected_item and SceneManager.actual_scene.scene_id == "REGION":
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if not action_disabled and not dragging_inspected and current_selected_item and SceneManager.actual_scene.scene_id == "REGION":
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%ActionZone.radius = current_selected_item.usage_zone_radius * GameInfo.settings_data.zoom
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%ActionZone.color = ZONE_ACTIVATED_COLOR if can_use_item else ZONE_DEACTIVATED_COLOR
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else:
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@@ -73,14 +78,17 @@ func _process(delta):
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update_inspector(get_current_inspected())
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func process_player_actions(delta : float):
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if player and dragging_inspected:
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inspected.global_position = player.get_global_mouse_position()
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func process_player_actions(delta: float):
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can_interact = (
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inspected
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and inspected is Interactable
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and player.can_interact(inspected)
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)
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current_selected_item = player.data.inventory.get_item()
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current_selected_item = player.data.inventory.get_item()
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could_use_item = (
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current_selected_item
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@@ -101,6 +109,9 @@ func process_player_actions(delta : float):
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if Input.is_action_just_pressed("drop"):
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player.drop_item()
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if Input.is_action_just_pressed("action"):
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press_time = 0
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press_time += delta
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if (
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Input.is_action_pressed("action")
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@@ -112,8 +123,7 @@ func process_player_actions(delta : float):
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and not can_interact
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and not inspected is InventoryGuiItemMouseDetector
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):
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press_time += delta
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%ActionProgressBar.value = press_time/current_selected_item.get_action_press_time() * 100
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%ActionProgressBar.value = press_time / current_selected_item.get_action_press_time() * 100
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if not %ActionProgressPlayer.playing:
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%ActionProgressPlayer.play()
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%ActionProgressPlayer.pitch_scale = 1. / (current_selected_item.get_action_press_time() / %ActionProgressPlayer.stream.get_length())
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@@ -127,11 +137,43 @@ func process_player_actions(delta : float):
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press_action_done = true
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else:
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press_action_done = false
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press_time = 0
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%ActionProgressPlayer.playing = false
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%ActionProgressBar.value = 0.
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if Input.is_action_just_pressed("action"):
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if (
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inspected and
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(inspected is ItemObject
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or (inspected is InventoryGuiItemMouseDetector
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and GameInfo.game_data.player_data.inventory.get_item(inspected.index)
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and press_time > PRESS_TIME_DRAG))
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):
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if Input.is_action_pressed("action"):
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all_inspected.clear()
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all_inspected.append(inspected)
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dragging_inspected = true
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can_interact = false
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if inspected is ItemObject:
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inspected.mouse_over = false
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elif inspected is InventoryGuiItemMouseDetector:
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var item_to_drop: Item = GameInfo.game_data.player_data.inventory.pop_item(inspected.index)
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if item_to_drop and item_to_drop.type != Item.ItemType.TOOL_ITEM:
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var dropped_item_object := player.terrain.drop_item(item_to_drop, player.get_global_mouse_position())
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inspected = dropped_item_object
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all_inspected.clear()
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all_inspected.append(inspected)
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player.region.save()
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else:
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dragging_inspected = false
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else:
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dragging_inspected = false
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if inspected is ItemObject and inspected_inventory_slot is InventoryGuiItemMouseDetector:
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# GameInfo.game_data.player_data.inventory.add_seed(inspected.item)
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if GameInfo.game_data.player_data.inventory.add_item_at(inspected.item, inspected_inventory_slot.index):
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all_inspected.clear()
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inspected.queue_free()
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inspected = null
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if Input.is_action_just_released("action") and press_time < PRESS_TIME_DRAG:
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if inspected is InventoryGuiItemMouseDetector:
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GameInfo.game_data.player_data.inventory.set_current_item(inspected.index)
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elif can_interact:
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@@ -144,21 +186,25 @@ func process_player_actions(delta : float):
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)
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func inspect(node: Node):
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if not node in all_inspected:
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if (
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not node in all_inspected
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and not dragging_inspected
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):
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all_inspected.append(node)
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if node is InventoryGuiItemMouseDetector:
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inspected_inventory_slot = node
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func update_card():
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if (
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not inspected or inspected_card_info == null
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or get_tree().paused
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or action_disabled
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or dragging_inspected
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):
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%CardVisualiser.hide()
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elif inspected != null :
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elif inspected != null:
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if inspected_card_info != %CardVisualiser.card_info:
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%CardVisualiser.card_info = inspected_card_info
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%CardVisualiser.show()
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var camera = get_viewport().get_camera_2d()
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var screen_size = get_viewport().get_visible_rect().size # * get_viewport().get_camera_2d().zoom
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@@ -168,24 +214,23 @@ func update_card():
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(inspected.global_position - camera.global_position) * get_viewport().get_camera_2d().zoom
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+ ((screen_size) / 2)
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+ inspected.get_card_up_padding() * Vector2.UP
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)
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)
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elif inspected is Control:
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%CardPosition.position = inspected.global_position + inspected.size / 2 + CARD_UP_PADDING * Vector2.UP
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elif inspected is Node3D:
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elif inspected is Node3D:
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%CardPosition.position = (
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get_viewport().get_camera_3d().unproject_position(inspected.global_position)
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+ CARD_UP_PADDING * Vector2.UP
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)
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# if %CardVisualiser.is_mouse_over():
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# time_last_inspected = 0.
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%CardVisualiser.show()
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func update_inspector(current_inspected:Node):
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func update_inspector(current_inspected: Node):
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if current_inspected:
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if inspected != current_inspected:
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if inspected and inspected.has_method("inspect"):
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print("Stop inspect")
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inspected.inspect(false)
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inspected = current_inspected
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if inspected.has_method("card_info"):
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@@ -195,6 +240,8 @@ func update_inspector(current_inspected:Node):
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if inspected.has_method("inspect"):
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inspected.inspect(true)
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else:
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if inspected and inspected.has_method("inspect"):
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inspected.inspect(false)
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inspected = null
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if player and not action_disabled and (get_tree() and not get_tree().paused):
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@@ -203,6 +250,16 @@ func update_inspector(current_inspected:Node):
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%ActionText.text = inspected.interact_text()
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%Action.modulate = DEFAULT_ACTION_COLOR if inspected.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
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%ActionEnergyImage.visible = inspected.interaction_cost(player) != 0
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elif dragging_inspected:
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%Action.visible = true
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if inspected is ItemObject:
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%ActionText.text = inspected.item.name
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elif inspected is InventoryGuiItemMouseDetector:
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var item = GameInfo.game_data.player_data.inventory.get_item(inspected.index)
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if item:
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%ActionText.text = item.name
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else:
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%Action.visible = false
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elif current_selected_item and current_selected_item.use_text() != "":
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%Action.visible = true
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%ActionText.text = current_selected_item.use_text() + (tr("NO_ENERGY_LEFT") if not have_energy_to_use_item else "")
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@@ -216,5 +273,8 @@ func update_inspector(current_inspected:Node):
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else:
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%Action.visible = false
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func stop_inspect(node : Node = get_current_inspected()):
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all_inspected.erase(node)
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func stop_inspect(node: Node = get_current_inspected()):
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if not dragging_inspected:
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all_inspected.erase(node)
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if node is InventoryGuiItemMouseDetector:
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inspected_inventory_slot = null
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