gros dev pre proto
* Changement de l'UI, ajouts de l'inspecteur par carte et changement de police * Ajout d'un semblant d'exploration * Ajout de la sauvegarde des entités * Restructuration mineure de l'arborescence * Fix divers et réécriture des textes
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62
gui/game/card/scripts/card_visualiser.gd
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62
gui/game/card/scripts/card_visualiser.gd
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@tool
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extends TextureRect
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const MAX_ROT = 15
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const ZOOM_SCALE = 1.0
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var wanted_rot : Vector2 = Vector2.ZERO
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var real_rot : Vector2 = Vector2.ZERO
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var wanted_scale : Vector2 = Vector2.ONE
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var is_ready = false
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@export var small_mode : bool = false :
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set(v):
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small_mode = v
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if is_ready : update()
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@export var card_info : CardInfo = null :
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set(v):
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card_info = v
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if is_ready : update()
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@export_tool_button("Update", "Callable") var update_action = update
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func _ready():
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material = material.duplicate()
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update()
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is_ready = true
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func _process(_d):
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var center_relative_mouse_position = (get_local_mouse_position() - size/2) / size
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if is_mouse_over():
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wanted_rot = center_relative_mouse_position * MAX_ROT
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small_mode = false
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else:
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wanted_rot = Vector2.ZERO
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small_mode = true
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real_rot = real_rot.lerp(wanted_rot, 0.1)
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material.set_shader_parameter("y_rot", - real_rot.x)
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material.set_shader_parameter("x_rot", real_rot.y)
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%SubViewport.size.y = %CardContainer.size.y
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size = %SubViewport.size
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func is_mouse_over() -> bool:
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var center_relative_mouse_position = (get_local_mouse_position() - size/2) / size
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return (
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abs(center_relative_mouse_position.x) < 0.5
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and abs(center_relative_mouse_position.y) < 0.5
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)
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func update():
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if card_info:
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%Card.info = card_info
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%Card.small_mode = small_mode
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%Card.update()
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