seeding-planets/gui/pointer/scripts/pointer.gd
Zacharie Guet ef392595de ajout des mutation et refonte de l'inspecteur
* ajout des mutations #86
* changement de l'objectif #85
* refonte de l'inspecteur #71
* changement léger de la plantation
* les plantes ne donnent que des graines de leurs espèces
* refonte partielle du code, refacto
2025-10-12 01:03:08 +02:00

111 lines
3.1 KiB
GDScript

extends Node
signal inspected_changed(info : Inspector.Info)
const DEFAULT_ACTION_COLOR = Color.WHITE
const ENERGY_ACTION_COLOR = Color("ffff2b")
const ZONE_OPACITY = 0.4
const ZONE_ACTIVATED_COLOR = Color.TURQUOISE
const ZONE_DEACTIVATED_COLOR = Color.REBECCA_PURPLE
@export var default_cursor : Texture2D
var inspected : Node = null
var inspected_info : Inspector.Info = null
var player : Player # renseigné par Player
var can_interact : bool = false
var current_selected_item : Item = null
var can_use_item : bool = false
func _ready():
Input.set_custom_mouse_cursor(default_cursor)
%InspectorText.visible = false
%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.inventory.get_item(),
player.get_global_mouse_position()
)
func _process(_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.inventory.get_item()
can_use_item = (
current_selected_item
and player.preview_can_use_item(current_selected_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_inspector()
func inspect(node : Node, info : Inspector.Info):
if inspected and inspected != node and inspected.has_method("inspect"):
inspected.inspect(false)
inspected_info = info
inspected = node
inspected_changed.emit(inspected_info)
if inspected.has_method("inspect"):
inspected.inspect(true)
update_inspector()
func update_inspector():
%InspectorText.visible = inspected != null
if inspected and inspected is InspectableEntity:
%InspectorText.text = inspected.pointer_text()
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 can_use_item and current_selected_item:
%Action.visible = true
%ActionText.text = current_selected_item.use_text()
%Action.modulate = DEFAULT_ACTION_COLOR if current_selected_item.energy_usage == 0 else 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
inspected_info = null
inspected_changed.emit(inspected_info)
update_inspector()