diff --git a/common/audio_manager/scripts/audio_manager.gd b/common/audio_manager/scripts/audio_manager.gd index 100871f..ec3f2b0 100644 --- a/common/audio_manager/scripts/audio_manager.gd +++ b/common/audio_manager/scripts/audio_manager.gd @@ -207,7 +207,7 @@ func change_ambiances_volume(db_change := 0., fade := DEFAULT_FADE_TIME): # Joue un # - player_name : Nom de la Node dans la scène Godot à jouer -func play_sfx(sfx_name : String, pitch = 1.): +func play_sfx(sfx_name : String, _pitch = 1.): var player := %Sfx.find_child(sfx_name) as AudioStreamPlayer if player: player.play() diff --git a/entities/interactables/item_object/item_object_sprite.tscn b/entities/interactables/item_object/item_object_sprite.tscn index c97fae0..ac80108 100644 --- a/entities/interactables/item_object/item_object_sprite.tscn +++ b/entities/interactables/item_object/item_object_sprite.tscn @@ -131,7 +131,6 @@ libraries/ = SubResource("AnimationLibrary_ng3e4") autoplay = &"default" [node name="TractorBeam" type="CPUParticles2D" parent="." unique_id=382704689] -z_index = -1 position = Vector2(83, 0) scale = Vector2(0.7, 0.7) emitting = false diff --git a/gui/pointer/scripts/pointer.gd b/gui/pointer/scripts/pointer.gd index 545599b..c5d4ca1 100644 --- a/gui/pointer/scripts/pointer.gd +++ b/gui/pointer/scripts/pointer.gd @@ -149,10 +149,10 @@ func process_player_actions(delta: float): %ActionProgressBar.value = 0. if Input.is_action_just_pressed("action"): - if inspected is InventoryGuiItemMouseDetector: - GameInfo.game_data.player_data.inventory.set_current_item(inspected.index) - elif can_use_item and not current_selected_item.is_action_need_press_time() and current_selected_item.deactivate_interactable(): + if can_use_item and not current_selected_item.is_action_need_press_time() and current_selected_item.deactivate_interactable(): player.try_use_item(current_selected_item, player.get_global_mouse_position()) + elif inspected is InventoryGuiItemMouseDetector: + GameInfo.game_data.player_data.inventory.set_current_item(inspected.index) elif can_interact: var interactable = inspected as Interactable player.try_interact(interactable) @@ -261,7 +261,7 @@ func update_inspector(current_inspected): func update_cursor(): var cursor := default_cursor - var hotspot : = Vector2(0.,0.) + var hotspot := Vector2(0., 0.) if not Pause.pause and player and not action_disabled: if current_selected_item and current_selected_item.get_pointer(): cursor = current_selected_item.get_pointer() @@ -270,10 +270,10 @@ func update_cursor(): cursor = current_selected_item.get_clicked_pointer() if current_selected_item.is_pointer_center(): - hotspot = Vector2(cursor.get_width()/2., cursor.get_height()/2.) + hotspot = Vector2(cursor.get_width() / 2., cursor.get_height() / 2.) elif can_interact: cursor = action_cursor - Input.set_custom_mouse_cursor(cursor,0,hotspot) + Input.set_custom_mouse_cursor(cursor, Input.CURSOR_ARROW, hotspot) func stop_inspect(node: Node): if not dragging_inspected: @@ -294,6 +294,9 @@ func start_dragging(): inspected_inventory_slot = inspected inspected = dropped_item_object player.region.save() + else: + dragging_inspected = false + GameInfo.game_data.player_data.inventory.set_current_item(inspected.index) else: dragging_inspected = false if dragging_inspected: @@ -306,10 +309,10 @@ func stop_dragging(): dragging_inspected = false if inspected is ItemObject: inspected.object_sprite.tractor_beam.emitting = false - if ( - inspected_inventory_slot is InventoryGuiItemMouseDetector - and GameInfo.game_data.player_data.inventory.add_item_at(inspected.item, inspected_inventory_slot.index) - ): - all_inspected.clear() - inspected.queue_free() - inspected = null + if inspected_inventory_slot is InventoryGuiItemMouseDetector: + if GameInfo.game_data.player_data.inventory.add_item_at(inspected.item, inspected_inventory_slot.index): + all_inspected.clear() + inspected.queue_free() + inspect(inspected_inventory_slot) + else: + stop_inspect(inspected)