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

193 lines
6.9 KiB
GDScript

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.TURQUOISE
const ZONE_DEACTIVATED_COLOR = Color.REBECCA_PURPLE
const CARD_VISUALISATION_TIME = 0.3
const CARD_UP_PADDING = 50
@export var default_cursor : Texture2D
var current_inspect : Node = null
var inspected : Node = null
var inspected_card_info : CardInfo = 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
var press_time := 0.
var press_action_done := false
func _ready():
Input.set_custom_mouse_cursor(default_cursor)
%Action.visible = false
func _process(delta):
if player:
process_player_actions(delta)
else :
%ActionProgressBar.value = 0.
if current_inspect != inspected:
time_last_inspected += delta
%Inspector.position = get_viewport().get_mouse_position()
if current_selected_item and SceneManager.actual_scene.scene_id == "REGION":
%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 process_player_actions(delta : float):
can_interact = (
current_inspect
and current_inspect is Interactable
and player.can_interact(current_inspect)
)
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_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 current_inspect is InventoryGuiItemMouseDetector
):
press_time += delta
%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():
player.try_use_item(
current_selected_item,
player.get_global_mouse_position()
)
press_action_done = true
else:
press_action_done = false
press_time = 0
%ActionProgressPlayer.playing = false
%ActionProgressBar.value = 0.
if Input.is_action_just_pressed("action"):
if current_inspect is InventoryGuiItemMouseDetector:
GameInfo.game_data.player_data.inventory.set_current_item(inspected.index)
elif can_interact:
var interactable = current_inspect 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()
)
func inspect(node: Node):
if current_inspect and current_inspect != node and current_inspect.has_method("inspect"):
current_inspect.inspect(false)
current_inspect = node
inspected = node
if inspected is InspectableEntity:
inspected_card_info = inspected.card_info()
elif inspected is InventoryGuiItemMouseDetector:
inspected_card_info = inspected.card_info()
elif inspected is RegionPoint:
inspected_card_info = inspected.card_info()
else:
inspected_card_info = null
time_last_inspected = 0
if current_inspect.has_method("inspect"):
current_inspect.inspect(true)
update_inspector()
func update_card():
if (
not inspected or inspected_card_info == null
or time_last_inspected > CARD_VISUALISATION_TIME
or get_tree().paused
):
%CardVisualiser.hide()
elif inspected != null :
if inspected_card_info != %CardVisualiser.card_info:
%CardVisualiser.card_info = inspected_card_info
%CardVisualiser.show()
var camera = get_viewport().get_camera_2d()
var screen_size = get_viewport().get_visible_rect().size
if inspected is InspectableEntity:
%CardPosition.position = inspected.global_position - camera.global_position + 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
# if %CardVisualiser.is_mouse_over():
# time_last_inspected = 0.
func update_inspector():
if player and not get_tree().paused:
if can_interact and current_inspect and current_inspect is Interactable:
%Action.visible = true
%ActionText.text = current_inspect.interact_text()
%Action.modulate = DEFAULT_ACTION_COLOR if current_inspect.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
%ActionEnergyImage.visible = current_inspect.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 node.has_method("inspect"):
node.inspect(false)
if current_inspect == node:
current_inspect = null
update_inspector()