* Changement de l'UI, ajouts de l'inspecteur par carte et changement de police * Ajout d'un semblant d'exploration * Ajout de la sauvegarde des entités * Restructuration mineure de l'arborescence * Fix divers et réécriture des textes
140 lines
3.9 KiB
GDScript
140 lines
3.9 KiB
GDScript
extends Node
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signal inspected_changed(info : Inspector.Info)
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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.TURQUOISE
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const ZONE_DEACTIVATED_COLOR = Color.REBECCA_PURPLE
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const CARD_VISUALISATION_TIME = 1.0
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@export var default_cursor : Texture2D
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var inspected : Node = null
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var last_inspected : Node = null
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var time_last_inspected : float = 0.
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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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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 _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 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.data.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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time_last_inspected += 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
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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 current_selected_item:
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%ActionZone.radius = current_selected_item.usage_zone_radius
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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()
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func inspect(node : Node):
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if inspected and inspected != node and inspected.has_method("inspect"):
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inspected.inspect(false)
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inspected = node
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last_inspected = node
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time_last_inspected = 0
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if inspected.has_method("inspect"):
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inspected.inspect(true)
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update_inspector()
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func update_card():
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if not last_inspected or time_last_inspected > CARD_VISUALISATION_TIME:
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%CardVisualiser.hide()
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elif last_inspected != null and last_inspected is InspectableEntity:
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%CardVisualiser.card_info = last_inspected.card_info()
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%CardVisualiser.show()
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var camera = get_viewport().get_camera_2d()
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var screen_size = get_viewport().get_visible_rect().size
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%CardPosition.position = last_inspected.global_position - camera.global_position + screen_size / 2
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if %CardVisualiser.is_mouse_over():
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time_last_inspected = 0.
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func update_inspector():
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if player:
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if can_interact and inspected and inspected is 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() + (" (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 stop_inspect(node : Node):
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if node.has_method("inspect"):
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node.inspect(false)
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if inspected == node:
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inspected = null
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update_inspector()
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