extends Node signal inspected_changed(info : Inspector.Info) 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.TURQUOISE const ZONE_DEACTIVATED_COLOR = Color.REBECCA_PURPLE const CARD_VISUALISATION_TIME = 1.0 @export var default_cursor : Texture2D var inspected : Node = null var last_inspected : Node = null var time_last_inspected : float = 0. 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 func _ready(): Input.set_custom_mouse_cursor(default_cursor) %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 as Interactable player.try_interact(interactable) elif can_use_item: player.try_use_item( player.data.inventory.get_item(), player.get_global_mouse_position() ) func _process(delta): time_last_inspected += delta %Inspector.position = get_viewport().get_mouse_position() if player: 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 current_selected_item: %ActionZone.radius = current_selected_item.usage_zone_radius %ActionZone.color = ZONE_ACTIVATED_COLOR if can_use_item else ZONE_DEACTIVATED_COLOR else: %ActionZone.radius = 0 %ActionZone.queue_redraw() update_card() update_inspector() func inspect(node : Node): if inspected and inspected != node and inspected.has_method("inspect"): inspected.inspect(false) inspected = node last_inspected = node time_last_inspected = 0 if inspected.has_method("inspect"): inspected.inspect(true) update_inspector() func update_card(): if not last_inspected or time_last_inspected > CARD_VISUALISATION_TIME: %CardVisualiser.hide() elif last_inspected != null and last_inspected is InspectableEntity: %CardVisualiser.card_info = last_inspected.card_info() %CardVisualiser.show() var camera = get_viewport().get_camera_2d() var screen_size = get_viewport().get_visible_rect().size %CardPosition.position = last_inspected.global_position - camera.global_position + screen_size / 2 if %CardVisualiser.is_mouse_over(): time_last_inspected = 0. func update_inspector(): if player: if 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() + (" (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 node.has_method("inspect"): node.inspect(false) if inspected == node: inspected = null update_inspector()