seeding-planets/gui/pointer/scripts/pointer.gd
Zacharie Guet ed7a8bcb6e gros dev pre proto
* 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
2025-10-31 13:52:45 +01:00

140 lines
3.9 KiB
GDScript

extends Node
signal inspected_changed(info : Inspector.Info)
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 = 1.0
@export var default_cursor : Texture2D
var inspected : Node = null
var last_inspected : Node = 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
func _ready():
Input.set_custom_mouse_cursor(default_cursor)
%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 as Interactable
player.try_interact(interactable)
elif can_use_item:
player.try_use_item(
player.data.inventory.get_item(),
player.get_global_mouse_position()
)
func _process(delta):
time_last_inspected += delta
%Inspector.position = get_viewport().get_mouse_position()
if player:
can_interact = (
inspected
and inspected is Interactable
and player.can_interact(inspected)
)
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 current_selected_item:
%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 inspect(node : Node):
if inspected and inspected != node and inspected.has_method("inspect"):
inspected.inspect(false)
inspected = node
last_inspected = node
time_last_inspected = 0
if inspected.has_method("inspect"):
inspected.inspect(true)
update_inspector()
func update_card():
if not last_inspected or time_last_inspected > CARD_VISUALISATION_TIME:
%CardVisualiser.hide()
elif last_inspected != null and last_inspected is InspectableEntity:
%CardVisualiser.card_info = last_inspected.card_info()
%CardVisualiser.show()
var camera = get_viewport().get_camera_2d()
var screen_size = get_viewport().get_visible_rect().size
%CardPosition.position = last_inspected.global_position - camera.global_position + screen_size / 2
if %CardVisualiser.is_mouse_over():
time_last_inspected = 0.
func update_inspector():
if player:
if can_interact and inspected and inspected is Interactable:
%Action.visible = true
%ActionText.text = inspected.interact_text()
%Action.modulate = DEFAULT_ACTION_COLOR if inspected.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
%ActionEnergyImage.visible = inspected.interaction_cost(player) != 0
elif current_selected_item and current_selected_item.use_text() != "":
%Action.visible = true
%ActionText.text = current_selected_item.use_text() + (" (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 inspected == node:
inspected = null
update_inspector()