99 lines
2.8 KiB
GDScript
99 lines
2.8 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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@export var default_cursor : Texture2D
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var inspected_entity : InspectableEntity = 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 can_use_item : bool = false
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func _ready():
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Input.set_custom_mouse_cursor(default_cursor)
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%InspectorText.visible = false
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%Action.visible = false
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func _input(_event):
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if player:
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if Input.is_action_just_pressed("move"):
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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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if can_interact:
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var interactable = inspected_entity as Interactable
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player.try_interact(interactable)
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elif can_use_item:
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player.try_use_item(
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player.inventory.get_item(),
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player.get_global_mouse_position()
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)
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func _process(_delta):
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%Inspector.position = get_viewport().get_mouse_position()
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if player:
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can_interact = (
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inspected_entity
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and inspected_entity is Interactable
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and player.can_interact(inspected_entity)
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)
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current_selected_item = player.inventory.get_item()
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can_use_item = (
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current_selected_item
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and player.preview_can_use_item(current_selected_item)
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)
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if current_selected_item:
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%ActionZone.radius = current_selected_item.use_zone_radius
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%ActionZone.active = can_use_item
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else:
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%ActionZone.radius = 0
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%ActionZone.queue_redraw()
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update_inspector()
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func inspect_entity(entity : InspectableEntity):
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if inspected_entity and inspected_entity != entity:
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inspected_entity.inspected = false
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inspected_entity = entity
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inspected_entity.inspected = true
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update_inspector()
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func update_inspector():
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%InspectorText.visible = inspected_entity != null
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if inspected_entity:
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%InspectorText.text = inspected_entity.inspected_text()
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if player:
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if can_interact and inspected_entity and inspected_entity is Interactable:
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%Action.visible = true
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%ActionText.text = inspected_entity.interact_text()
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%Action.modulate = DEFAULT_ACTION_COLOR if inspected_entity.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
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%ActionEnergyImage.visible = inspected_entity.interaction_cost(player) != 0
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elif can_use_item and current_selected_item:
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%Action.visible = true
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%ActionText.text = current_selected_item.use_text()
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%Action.modulate = DEFAULT_ACTION_COLOR if current_selected_item.use_energy == 0 else ENERGY_ACTION_COLOR
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%ActionEnergyImage.visible = current_selected_item.use_energy != 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 stop_inspect_entity(entity : InspectableEntity):
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entity.inspected = false
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if inspected_entity == entity:
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inspected_entity = null
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update_inspector()
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