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

68 lines
1.9 KiB
GDScript

extends Node
@export var default_cursor : Texture2D
var inspected_entity : InspectableEntity = null
var player : Player :# renseigné par Player
set(v):
# if player:
# player.player_updated.disconnect(update_inspector)
player = v
player.player_updated.connect(
func(p): update_inspector()
)
func _ready():
Input.set_custom_mouse_cursor(default_cursor)
%InspectorText.visible = false
%Interact.visible = false
%Use.visible = false
func _input(_event):
if Input.is_action_just_pressed("interact"):
$Audio/Click.play()
if (
player != null
and inspected_entity
and inspected_entity is Interactable
):
var interactable = inspected_entity as Interactable
if interactable.can_interact(player):
player.target_interactable = interactable
func _process(_delta):
%Inspector.position = get_viewport().get_mouse_position()
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():
print("updated")
%InspectorText.visible = inspected_entity != null
if inspected_entity:
%InspectorText.text = inspected_entity.inspected_text()
if player:
%Interact.visible = inspected_entity and inspected_entity is Interactable and inspected_entity.can_interact(player)
if inspected_entity and inspected_entity is Interactable and inspected_entity.can_interact(player):
%InspectorInteractionText.text = inspected_entity.interact_text()
%Use.visible = player.can_use_item
if player.inventory.get_item() and player.can_use_item:
%InspectorUseText.text = player.inventory.get_item().use_text(player)
else:
%Interact.visible = false
%Use.visible = false
func stop_inspect_entity(entity : InspectableEntity):
entity.inspected = false
if inspected_entity == entity:
inspected_entity = null
update_inspector()