Reset mouse cursor on click. Cancel using item if background clicked.
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@@ -200,6 +200,11 @@ func _process_input(event: InputEvent, is_default_state: bool) -> bool:
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## BACKGROUND ##
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## BACKGROUND ##
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func click_on_bg(position: Vector2) -> void:
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func click_on_bg(position: Vector2) -> void:
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# If we are using an inventory item reset mouse cursor and cancel action
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if escoria.action_manager.action_state == ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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Input.set_custom_mouse_cursor(null)
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escoria.action_manager.action_state = ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM
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if escoria.main.current_scene.player:
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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.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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@@ -236,6 +241,9 @@ func element_unfocused() -> void:
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## ITEMS ##
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## ITEMS ##
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func click_on_item(item_global_id: String, event: InputEvent, action: String) -> void:
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func click_on_item(item_global_id: String, event: InputEvent, action: String) -> void:
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# If we are using an inventory item reset mouse cursor
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if escoria.action_manager.action_state == ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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Input.set_custom_mouse_cursor(null)
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# If we are awaiting input action use inventory actions (change action1 for action3 and action2 for action4)
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# If we are awaiting input action use inventory actions (change action1 for action3 and action2 for action4)
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if escoria.action_manager.action_state == ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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if escoria.action_manager.action_state == ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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@@ -412,8 +420,6 @@ func _on_event_done(return_code: int, _event_name: String):
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# Show tooltips, they were hiddeen while performing action
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# Show tooltips, they were hiddeen while performing action
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$tooltip_layer/tooltip.show()
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$tooltip_layer/tooltip.show()
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#$tooltip_layer/tooltip2.show()
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#$tooltip_layer/tooltip2.show()
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# Reset mouse cursor to (perhaps we were using an inventory item)
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Input.set_custom_mouse_cursor(null)
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func _on_MenuButton_pressed() -> void:
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func _on_MenuButton_pressed() -> void:
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