extends Node const DEFAULT_ACTION_COLOR = Color.WHITE const ENERGY_ACTION_COLOR = Color("ffff2b") const NO_ENERGY_ACTION_COLOR = Color.RED const ZONE_OPACITY = 0.4 const ZONE_ACTIVATED_COLOR = Color("#96B3DB") const ZONE_DEACTIVATED_COLOR = Color("#FF006E") const CARD_VISUALISATION_TIME = 0.3 const CARD_UP_PADDING = 50 const PRESS_TIME_DRAG := 0.15 @export var default_cursor: Texture2D @export var action_cursor: Texture2D var all_inspected: Array[Node] var inspected: Node = null var inspected_card_info: CardInfo = null var inspected_inventory_slot: InventoryGuiItemMouseDetector = null var player: Player # renseigné par Player var can_interact: bool = false var current_selected_item: Item = null var have_energy_to_use_item: bool = false var could_use_item: bool = false var can_use_item: bool = false var press_time := 0. var press_action_done := false var dragging_inspected := false var action_disabled := false func get_current_inspected() -> Node: if all_inspected.size() > 0: var closest_ind := -1 if player: var mouse_pos := player.get_global_mouse_position() var closest_dist := INF all_inspected = all_inspected.filter(func(node): return is_instance_valid(node)) for i in all_inspected.size(): var node := all_inspected[i] if node is Node2D: var dist = node.global_position.distance_squared_to(mouse_pos) if dist < closest_dist: closest_dist = dist closest_ind = i elif closest_ind < 0: closest_ind = i if all_inspected.size() > 0: return all_inspected[closest_ind] return null func _ready(): Input.set_custom_mouse_cursor(default_cursor) %Action.visible = false func _process(delta): if player and not action_disabled: process_player_actions(delta) else: %ActionProgressBar.value = 0. dragging_inspected = false %Inspector.position = get_viewport().get_mouse_position() # if not action_disabled and not dragging_inspected and current_selected_item and SceneManager.actual_scene.scene_id == "REGION": # %ActionZone.radius = current_selected_item.usage_zone_radius * GameInfo.settings_data.zoom # %ActionZone.color = ZONE_ACTIVATED_COLOR if can_use_item else ZONE_DEACTIVATED_COLOR # else: # %ActionZone.radius = 0 # %ActionZone.queue_redraw() update_card() update_inspector(get_current_inspected()) var cursor := default_cursor if not Pause.pause and player and not action_disabled: if can_interact: cursor = action_cursor elif current_selected_item and current_selected_item.get_pointer(): cursor = current_selected_item.get_pointer() Input.set_custom_mouse_cursor(cursor) if player: if dragging_inspected: inspected.global_position = player.get_global_mouse_position() if inspected is ItemObject: var global_dir: Vector2 = (inspected.global_position - player.global_position).normalized() inspected.object_sprite.tractor_beam.position = 30 * global_dir inspected.object_sprite.tractor_beam.rotation = Vector2.RIGHT.angle_to(global_dir) if not inspected.object_sprite.tractor_beam.emitting: inspected.object_sprite.tractor_beam.emitting = true func process_player_actions(delta: float): can_interact = ( inspected and inspected is Interactable and player.can_interact(inspected) ) current_selected_item = player.data.inventory.get_item() could_use_item = ( current_selected_item and player.preview_could_use_item(current_selected_item) ) have_energy_to_use_item = ( current_selected_item and player.has_energy_to_use_item(current_selected_item) ) can_use_item = could_use_item and have_energy_to_use_item if Input.is_action_pressed("move_pointer"): 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"): press_time = 0 press_time += delta if ( Input.is_action_pressed("action") ): if ( can_use_item and current_selected_item.is_action_need_press_time() and not press_action_done and not can_interact and not inspected is InventoryGuiItemMouseDetector ): %ActionProgressBar.value = press_time / current_selected_item.get_action_press_time() * 100 if not %ActionProgressPlayer.playing: %ActionProgressPlayer.play() %ActionProgressPlayer.pitch_scale = 1. / (current_selected_item.get_action_press_time() / %ActionProgressPlayer.stream.get_length()) if press_time > current_selected_item.get_action_press_time(): %ActionPlayer.play() player.try_use_item( current_selected_item, player.get_global_mouse_position() ) press_action_done = true else: press_action_done = false %ActionProgressPlayer.playing = false %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.get_action_is_hold(): player.try_use_item(current_selected_item, player.get_global_mouse_position()) elif can_interact: var interactable = inspected as Interactable player.try_interact(interactable) elif can_use_item and not current_selected_item.is_action_need_press_time(): player.try_use_item( current_selected_item, player.get_global_mouse_position() ) if ( Input.is_action_just_released("action") and can_use_item and current_selected_item.get_action_is_hold() ): if dragging_inspected: player.try_use_item(current_selected_item, player.get_global_mouse_position()) else: player.instruction = null func inspect(node: Node): if ( not node in all_inspected and not dragging_inspected ): all_inspected.append(node) if node is InventoryGuiItemMouseDetector: inspected_inventory_slot = node func update_card(): if ( not inspected or inspected_card_info == null or get_tree().paused or action_disabled or dragging_inspected ): %CardVisualiser.hide() elif inspected != null: if inspected_card_info != %CardVisualiser.card_info: %CardVisualiser.card_info = inspected_card_info var camera = get_viewport().get_camera_2d() var screen_size = get_viewport().get_visible_rect().size # * get_viewport().get_camera_2d().zoom if inspected is InspectableEntity: %CardPosition.position = ( (inspected.global_position - camera.global_position) * get_viewport().get_camera_2d().zoom + ((screen_size) / 2) + inspected.get_card_up_padding() * Vector2.UP ) elif inspected is Control: %CardPosition.position = inspected.global_position + inspected.size / 2 + CARD_UP_PADDING * Vector2.UP elif inspected is Node3D: %CardPosition.position = ( get_viewport().get_camera_3d().unproject_position(inspected.global_position) + CARD_UP_PADDING * Vector2.UP ) %CardVisualiser.show() func update_inspector(current_inspected): if current_inspected: if inspected != current_inspected: if inspected and inspected.has_method("inspect"): inspected.inspect(false) inspected = current_inspected if inspected.has_method("card_info"): inspected_card_info = inspected.card_info() else: inspected_card_info = null if inspected.has_method("inspect"): inspected.inspect(true) else: if inspected and inspected.has_method("inspect"): inspected.inspect(false) inspected = null if player and not action_disabled and (get_tree() and not get_tree().paused): if dragging_inspected: %Action.visible = true if inspected is ItemObject: %ActionText.text = inspected.item.name elif inspected is InventoryGuiItemMouseDetector: var item = GameInfo.game_data.player_data.inventory.get_item(inspected.index) if item: %ActionText.text = item.name else: %Action.visible = false elif current_selected_item and current_selected_item.use_text() != "" and current_selected_item.get_action_is_hold(): %Action.visible = true %ActionText.text = current_selected_item.use_text() %Action.modulate = DEFAULT_ACTION_COLOR elif can_interact and inspected and inspected is Interactable: %Action.visible = true %ActionText.text = inspected.interact_text() %Action.modulate = DEFAULT_ACTION_COLOR if inspected.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR %ActionEnergyImage.visible = inspected.interaction_cost(player) != 0 elif current_selected_item and current_selected_item.use_text() != "": %Action.visible = true %ActionText.text = current_selected_item.use_text() + (tr("NO_ENERGY_LEFT") if not have_energy_to_use_item else "") if can_use_item: %Action.modulate = DEFAULT_ACTION_COLOR if current_selected_item.energy_usage == 0 else ENERGY_ACTION_COLOR else: %Action.modulate = NO_ENERGY_ACTION_COLOR %ActionEnergyImage.visible = current_selected_item.energy_usage != 0 else: %Action.visible = false else: %Action.visible = false func stop_inspect(node: Node): if not dragging_inspected: all_inspected.erase(node) if node is InventoryGuiItemMouseDetector: inspected_inventory_slot = null func start_dragging(): if not dragging_inspected: dragging_inspected = true if inspected is ItemObject: inspected.mouse_over = false elif inspected is InventoryGuiItemMouseDetector: var item_to_drop: Item = GameInfo.game_data.player_data.inventory.get_item(inspected.index) if item_to_drop and item_to_drop.type != Item.ItemType.TOOL_ITEM: GameInfo.game_data.player_data.inventory.remove_item_at(inspected.index) var dropped_item_object := player.terrain.drop_item(item_to_drop, player.get_global_mouse_position()) inspected_inventory_slot = inspected inspected = dropped_item_object player.region.save() else: dragging_inspected = false if dragging_inspected: all_inspected.clear() all_inspected.append(inspected) can_interact = false func stop_dragging(): if dragging_inspected: 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