ajout du déblocage/évolutions des plantes (#89) et fix divers
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@@ -1,7 +1,5 @@
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extends Node
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signal inspected_changed(info : Inspector.Info)
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const DEFAULT_ACTION_COLOR = Color.WHITE
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const ENERGY_ACTION_COLOR = Color("ffff2b")
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const NO_ENERGY_ACTION_COLOR = Color.RED
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@@ -9,12 +7,13 @@ const ZONE_OPACITY = 0.4
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const ZONE_ACTIVATED_COLOR = Color.TURQUOISE
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const ZONE_DEACTIVATED_COLOR = Color.REBECCA_PURPLE
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const CARD_VISUALISATION_TIME = 1.0
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const CARD_VISUALISATION_TIME = 0.5
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@export var default_cursor : Texture2D
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var current_inspect : Node = null
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var inspected : Node = null
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var last_inspected : Node = null
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var inspected_card_info : CardInfo = null
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var time_last_inspected : float = 0.
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var player : Player # renseigné par Player
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var can_interact : bool = false
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@@ -38,7 +37,7 @@ func _input(_event):
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if Input.is_action_just_pressed("action"):
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if can_interact:
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var interactable = inspected as Interactable
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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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@@ -47,14 +46,15 @@ func _input(_event):
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)
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func _process(delta):
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time_last_inspected += delta
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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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inspected
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and inspected is Interactable
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and player.can_interact(inspected)
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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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@@ -84,39 +84,42 @@ func _process(delta):
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update_inspector()
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func inspect(node : Node):
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if inspected and inspected != node and inspected.has_method("inspect"):
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inspected.inspect(false)
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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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current_inspect = node
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inspected = node
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last_inspected = node
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if inspected is InspectableEntity:
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inspected_card_info = inspected.card_info()
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time_last_inspected = 0
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if inspected.has_method("inspect"):
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inspected.inspect(true)
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if current_inspect.has_method("inspect"):
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current_inspect.inspect(true)
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update_inspector()
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func update_card():
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if not last_inspected or time_last_inspected > CARD_VISUALISATION_TIME:
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if not inspected or time_last_inspected > CARD_VISUALISATION_TIME:
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%CardVisualiser.hide()
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elif last_inspected != null and last_inspected is InspectableEntity:
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%CardVisualiser.card_info = last_inspected.card_info()
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elif inspected != null and inspected is InspectableEntity:
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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
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%CardPosition.position = last_inspected.global_position - camera.global_position + screen_size / 2
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%CardPosition.position = inspected.global_position - camera.global_position + screen_size / 2
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if %CardVisualiser.is_mouse_over():
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time_last_inspected = 0.
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func update_inspector():
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if player:
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if can_interact and inspected and inspected is Interactable:
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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 = 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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%ActionText.text = current_inspect.interact_text()
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%Action.modulate = DEFAULT_ACTION_COLOR if current_inspect.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
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%ActionEnergyImage.visible = current_inspect.interaction_cost(player) != 0
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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() + (" (no energy left)" if not have_energy_to_use_item else "")
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@@ -134,6 +137,6 @@ func update_inspector():
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func stop_inspect(node : Node):
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if node.has_method("inspect"):
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node.inspect(false)
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if inspected == node:
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inspected = null
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if current_inspect == node:
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current_inspect = null
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update_inspector()
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