ajout des actions demandant un clic long et dev des region modifier
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@@ -9,7 +9,7 @@ const ZONE_DEACTIVATED_COLOR = Color.REBECCA_PURPLE
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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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var current_inspect : Node = null
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@@ -22,58 +22,23 @@ 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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func _ready():
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Input.set_custom_mouse_cursor(default_cursor)
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%Action.visible = false
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func _input(_event):
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if player:
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if Input.is_action_just_pressed("move_pointer"):
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player.try_move(
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player.get_global_mouse_position()
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)
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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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if current_inspect 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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var interactable = current_inspect as Interactable
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player.try_interact(interactable)
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elif can_use_item:
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player.try_use_item(
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player.data.inventory.get_item(),
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player.get_global_mouse_position()
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)
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func _process(delta):
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if player:
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process_player_actions(delta)
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else :
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%ActionProgressBar.value = 0.
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if current_inspect != inspected:
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time_last_inspected += delta
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%Inspector.position = get_viewport().get_mouse_position()
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if player:
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can_interact = (
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current_inspect
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and current_inspect is Interactable
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and player.can_interact(current_inspect)
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)
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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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and player.preview_could_use_item(current_selected_item)
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)
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have_energy_to_use_item = (
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current_selected_item
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and player.has_energy_to_use_item(current_selected_item)
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)
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can_use_item = could_use_item and have_energy_to_use_item
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if current_selected_item and SceneManager.actual_scene.scene_id == "REGION":
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%ActionZone.radius = current_selected_item.usage_zone_radius
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%ActionZone.color = ZONE_ACTIVATED_COLOR if can_use_item else ZONE_DEACTIVATED_COLOR
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@@ -86,6 +51,75 @@ func _process(delta):
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update_inspector()
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func process_player_actions(delta : float):
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can_interact = (
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current_inspect
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and current_inspect is Interactable
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and player.can_interact(current_inspect)
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)
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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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and player.preview_could_use_item(current_selected_item)
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)
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have_energy_to_use_item = (
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current_selected_item
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and player.has_energy_to_use_item(current_selected_item)
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)
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can_use_item = could_use_item and have_energy_to_use_item
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if Input.is_action_pressed("move_pointer"):
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player.try_move(
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player.get_global_mouse_position()
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)
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if Input.is_action_just_pressed("drop"):
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player.drop_item()
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if (
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Input.is_action_pressed("action")
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):
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if (
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can_use_item
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and current_selected_item.is_action_need_press_time()
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and not press_action_done
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and not can_interact
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and not current_inspect 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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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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if press_time > current_selected_item.get_action_press_time():
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player.try_use_item(
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current_selected_item,
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player.get_global_mouse_position()
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)
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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 current_inspect 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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var interactable = current_inspect as Interactable
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player.try_interact(interactable)
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elif can_use_item and not current_selected_item.is_action_need_press_time():
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player.try_use_item(
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current_selected_item,
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player.get_global_mouse_position()
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)
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func inspect(node: Node):
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if current_inspect and current_inspect != node and current_inspect.has_method("inspect"):
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current_inspect.inspect(false)
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@@ -131,7 +165,7 @@ func update_card():
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func update_inspector():
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if player:
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if player and not get_tree().paused:
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if can_interact and current_inspect and current_inspect is Interactable:
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%Action.visible = true
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%ActionText.text = current_inspect.interact_text()
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