extends Node signal inspected_entity_changed(e : InspectableEntity) const DEFAULT_ACTION_COLOR = Color.WHITE const ENERGY_ACTION_COLOR = Color("ffff2b") @export var default_cursor : Texture2D var inspected_entity : InspectableEntity = null : set(e): inspected_entity = e inspected_entity_changed.emit(e) var player : Player # renseigné par Player var can_interact : bool = false var current_selected_item : Item = null var can_use_item : bool = false func _ready(): Input.set_custom_mouse_cursor(default_cursor) %InspectorText.visible = false %Action.visible = false func _input(_event): if player: if Input.is_action_just_pressed("move"): player.try_move( player.get_global_mouse_position() ) if Input.is_action_just_pressed("drop"): player.drop_item() if Input.is_action_just_pressed("action"): if can_interact: var interactable = inspected_entity as Interactable player.try_interact(interactable) elif can_use_item: player.try_use_item( player.inventory.get_item(), player.get_global_mouse_position() ) func _process(_delta): %Inspector.position = get_viewport().get_mouse_position() if player: can_interact = ( inspected_entity and inspected_entity is Interactable and player.can_interact(inspected_entity) ) current_selected_item = player.inventory.get_item() can_use_item = ( current_selected_item and player.preview_can_use_item(current_selected_item) ) if current_selected_item: %ActionZone.radius = current_selected_item.usage_zone_radius %ActionZone.active = can_use_item else: %ActionZone.radius = 0 %ActionZone.queue_redraw() update_inspector() func inspect_entity(entity : InspectableEntity): if inspected_entity and inspected_entity != entity: inspected_entity.inspected = false inspected_entity = entity inspected_entity.inspected = true update_inspector() func update_inspector(): %InspectorText.visible = inspected_entity != null if inspected_entity: %InspectorText.text = inspected_entity.pointer_text() if player: if can_interact and inspected_entity and inspected_entity is Interactable: %Action.visible = true %ActionText.text = inspected_entity.interact_text() %Action.modulate = DEFAULT_ACTION_COLOR if inspected_entity.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR %ActionEnergyImage.visible = inspected_entity.interaction_cost(player) != 0 elif can_use_item and current_selected_item: %Action.visible = true %ActionText.text = current_selected_item.use_text() %Action.modulate = DEFAULT_ACTION_COLOR if current_selected_item.energy_usage == 0 else ENERGY_ACTION_COLOR %ActionEnergyImage.visible = current_selected_item.energy_usage != 0 else: %Action.visible = false else: %Action.visible = false func stop_inspect_entity(entity : InspectableEntity): entity.inspected = false if inspected_entity == entity: inspected_entity = null update_inspector()