chore: storing version and changelog
This commit is contained in:
@@ -53,7 +53,7 @@ onready var inventory_ui = $ui/Control/panel_down/VBoxContainer/HBoxContainer\
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func _enter_tree():
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var room_selector_parent = $ui/Control/panel_down/VBoxContainer\
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/HBoxContainer/MainMargin/VBoxContainer
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if ProjectSettings.get_setting("escoria/debug/enable_room_selector") and \
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room_selector_parent.get_node_or_null("room_select") == null:
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room_selector_parent.add_child(
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@@ -64,12 +64,12 @@ func _enter_tree():
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)
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## BACKGROUND ##
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## BACKGROUND ##
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func left_click_on_bg(position: Vector2) -> void:
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if escoria.main.current_scene.player:
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escoria.action_manager.do(
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escoria.action_manager.ACTION.BACKGROUND_CLICK,
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escoria.action_manager.ACTION.BACKGROUND_CLICK,
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[escoria.main.current_scene.player.global_id, position],
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true
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)
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@@ -77,12 +77,12 @@ func left_click_on_bg(position: Vector2) -> void:
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escoria.action_manager.clear_current_tool()
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tooltip.clear()
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verbs_menu.unselect_actions()
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func right_click_on_bg(position: Vector2) -> void:
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if escoria.main.current_scene.player:
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escoria.action_manager.do(
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escoria.action_manager.ACTION.BACKGROUND_CLICK,
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escoria.action_manager.ACTION.BACKGROUND_CLICK,
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[escoria.main.current_scene.player.global_id, position],
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true
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)
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@@ -90,146 +90,146 @@ func right_click_on_bg(position: Vector2) -> void:
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escoria.action_manager.clear_current_tool()
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tooltip.clear()
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verbs_menu.unselect_actions()
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func left_double_click_on_bg(position: Vector2) -> void:
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if escoria.main.current_scene.player:
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escoria.action_manager.do(
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escoria.action_manager.ACTION.BACKGROUND_CLICK,
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[escoria.main.current_scene.player.global_id, position, true],
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escoria.action_manager.ACTION.BACKGROUND_CLICK,
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[escoria.main.current_scene.player.global_id, position, true],
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true
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)
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escoria.action_manager.clear_current_action()
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verbs_menu.unselect_actions()
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## ITEM FOCUS ##
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## ITEM FOCUS ##
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func element_focused(element_id: String) -> void:
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var target_obj = escoria.object_manager.get_object(element_id).node
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match escoria.action_manager.action_state:
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# Don't change the tooltip if an action input is completed
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# Don't change the tooltip if an action input is completed
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# (ie verb+item(+target)) because the action is now being executed
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# and the tooltip is already set because the item was focused
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# and the tooltip is already set because the item was focused
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# (see element_focused() and inventory_item_focused())
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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return
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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tooltip.set_target(target_obj.tooltip_name)
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# Hovering an ESCItem highlights its default action
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if escoria.action_manager.current_action != VERB_USE and target_obj is ESCItem:
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verbs_menu.set_by_name(target_obj.default_action)
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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tooltip.set_target2(target_obj.tooltip_name)
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func element_unfocused() -> void:
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match escoria.action_manager.action_state:
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# Don't change the tooltip if an action input is completed
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# Don't change the tooltip if an action input is completed
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# (ie verb+item(+target)) because the action is now being executed
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# and the tooltip is already set because the item was focused
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# and the tooltip is already set because the item was focused
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# (see element_focused() and inventory_item_focused())
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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return
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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tooltip.set_target("")
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verbs_menu.unselect_actions()
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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tooltip.set_target2("")
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## ITEMS ##
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func left_click_on_item(item_global_id: String, event: InputEvent) -> void:
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escoria.action_manager.do(
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escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
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[item_global_id, event],
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escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
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[item_global_id, event],
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true
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)
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var target_obj = escoria.object_manager.get_object(
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item_global_id
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).node
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match escoria.action_manager.action_state:
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# Don't change the tooltip if an action input is completed
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match escoria.action_manager.action_state:
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# Don't change the tooltip if an action input is completed
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# (ie verb+item(+target)) because the action is now being executed
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# and the tooltip is already set because the item was focused
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# and the tooltip is already set because the item was focused
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# (see element_focused() and inventory_item_focused())
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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return
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# Just clicked on the item
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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tooltip.set_target(target_obj.tooltip_name)
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# Clicked on item and now we're awaiting a target item
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# This means we clicked the tool and we now need a target
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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tooltip.set_target(target_obj.tooltip_name, true)
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func right_click_on_item(item_global_id: String, event: InputEvent) -> void:
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escoria.action_manager.set_current_action(verbs_menu.selected_action)
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escoria.action_manager.do(
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escoria.action_manager.ACTION.ITEM_RIGHT_CLICK,
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[item_global_id, event],
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escoria.action_manager.ACTION.ITEM_RIGHT_CLICK,
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[item_global_id, event],
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true
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)
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func left_double_click_on_item(item_global_id: String, event: InputEvent) -> void:
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escoria.action_manager.do(
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escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
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[item_global_id, event],
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escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
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[item_global_id, event],
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true
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)
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)
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## INVENTORY ##
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func left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
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escoria.action_manager.do(
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escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
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escoria.action_manager.ACTION.ITEM_LEFT_CLICK,
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[inventory_item_global_id, event]
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)
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var target_obj = escoria.object_manager.get_object(
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inventory_item_global_id
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).node
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match escoria.action_manager.action_state:
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# Don't change the tooltip if an action input is completed
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match escoria.action_manager.action_state:
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# Don't change the tooltip if an action input is completed
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# (ie verb+item(+target)) because the action is now being executed
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# and the tooltip is already set because the item was focused
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# and the tooltip is already set because the item was focused
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# (see element_focused() and inventory_item_focused())
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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return
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# Just clicked on the inventory item: do nothing special
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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return
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# Clicked on inventory item and now we're awaiting a target item
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# This means we clicked the tool and we now need a target
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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tooltip.set_target(target_obj.tooltip_name, true)
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func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
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escoria.action_manager.set_current_action(verbs_menu.selected_action)
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escoria.action_manager.do(
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escoria.action_manager.ACTION.ITEM_RIGHT_CLICK,
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escoria.action_manager.ACTION.ITEM_RIGHT_CLICK,
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[inventory_item_global_id, event]
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)
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@@ -242,43 +242,43 @@ func inventory_item_focused(inventory_item_global_id: String) -> void:
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var target_obj = escoria.object_manager.get_object(
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inventory_item_global_id
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).node
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match escoria.action_manager.action_state:
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# Don't change the tooltip if an action input is completed
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# Don't change the tooltip if an action input is completed
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# (ie verb+item(+target)) because the action is now being executed
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# and the tooltip is already set because the item was focused
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# and the tooltip is already set because the item was focused
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# (see element_focused() and inventory_item_focused())
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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return
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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tooltip.set_target(target_obj.tooltip_name)
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# Hovering an ESCItem highlights its default action
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if escoria.action_manager.current_action != VERB_USE and target_obj is ESCItem:
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verbs_menu.set_by_name(target_obj.default_action)
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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tooltip.set_target2(target_obj.tooltip_name)
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func inventory_item_unfocused() -> void:
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match escoria.action_manager.action_state:
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ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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# Don't change the tooltip if an action input is completed
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# Don't change the tooltip if an action input is completed
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# (ie verb+item(+target)) because the action is now being executed
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return
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM:
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tooltip.set_target("")
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verbs_menu.unselect_actions()
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ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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tooltip.set_target2("")
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func open_inventory():
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pass
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@@ -313,13 +313,13 @@ func hide_main_menu():
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if get_node(main_menu).visible:
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get_node(main_menu).hide()
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show_ui()
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func show_main_menu():
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if not get_node(main_menu).visible:
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hide_ui()
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get_node(main_menu).reset()
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get_node(main_menu).show()
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func unpause_game():
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if get_node(pause_menu).visible:
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get_node(pause_menu).hide()
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@@ -341,8 +341,8 @@ func pause_game():
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func _on_MenuButton_pressed() -> void:
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pause_game()
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func _on_action_finished() -> void:
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verbs_menu.unselect_actions()
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tooltip.clear()
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@@ -355,7 +355,7 @@ func _on_event_done(_return_code: int, _event_name: String):
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func apply_custom_settings(custom_settings: Dictionary):
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if custom_settings.has("a_custom_setting"):
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escoria.logger.info(
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"custom setting value loaded:",
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"custom setting value loaded:",
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[custom_settings["a_custom_setting"]]
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)
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@@ -6,16 +6,16 @@ func update_tooltip_text():
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if !current_action.empty():
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bbcode_text += current_action + "\t"
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bbcode_text += current_target
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if waiting_for_target2 and current_target2.empty():
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bbcode_text += "\t" + current_prep
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if !current_target2.empty():
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bbcode_text += "\t" + current_prep + "\t" + current_target2
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bbcode_text += "[/color]"
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bbcode_text += "[/center]"
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# push_align(RichTextLabel.ALIGN_CENTER)
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# if !current_action.empty():
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# add_text(current_action + "\t")
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@@ -21,7 +21,7 @@ func _on_action_selected(action: String):
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for but in get_children():
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but.set_pressed(but.get_name() == action)
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func unselect_actions():
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for but in get_children():
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but.set_pressed(false)
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@@ -30,5 +30,5 @@ func set_by_name(action_name: String):
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selected_action = action_name
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for but in get_children():
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but.set_pressed(but.get_name() == action_name)
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