seeding-planets/gui/pointer/scripts/pointer.gd

99 lines
2.8 KiB
GDScript

extends Node
const DEFAULT_ACTION_COLOR = Color.WHITE
const ENERGY_ACTION_COLOR = Color("ffff2b")
@export var default_cursor : Texture2D
var inspected_entity : InspectableEntity = null
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.use_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.inspected_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.use_energy == 0 else ENERGY_ACTION_COLOR
%ActionEnergyImage.visible = current_selected_item.use_energy != 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()