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