Show action3 and action4 if waiting for target item
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@@ -144,11 +144,11 @@ func update_tooltip_text():
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if(current_target_object == null):
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return
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var itemInInventory = escoria.inventory_manager.inventory_has(current_target_object.global_id)
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var item_in_inventory = escoria.inventory_manager.inventory_has(current_target_object.global_id)
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var waiting_for_target_item = escoria.action_manager.action_state == ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM
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var action1_text = current_target_object.action1_text if !itemInInventory else current_target_object.action3_text
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var action2_text = current_target_object.action2_text if !itemInInventory else current_target_object.action4_text
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var action1_text = current_target_object.action3_text if item_in_inventory or waiting_for_target_item else current_target_object.action1_text
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var action2_text = current_target_object.action4_text if item_in_inventory or waiting_for_target_item else current_target_object.action2_text
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$tooltip1/label.text = action1_text
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$tooltip1.visible = action1_text != "";
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@@ -241,24 +241,20 @@ func element_unfocused() -> void:
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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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# If we are using an inventory item reset mouse cursor
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# If we are using an inventory item reset mouse cursor and 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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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 escoria.action_manager.action_state == ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM:
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action = ACTION3 if action == ACTION1 else ACTION4
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escoria.action_manager.set_current_action(action)
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var target_obj = escoria.object_manager.get_object(item_global_id).node
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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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true
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)
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if (action == ACTION1 && target_obj.action1_text != "") || (action == ACTION2 && target_obj is ESCItemWithTooltip && target_obj.action2_text != ""):
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# Hide tooltip if some action is being performed
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if escoria.action_manager.action_state == ESCActionManager.ACTION_INPUT_STATE.COMPLETED:
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$tooltip_layer/tooltip.hide()
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func left_click_on_item(item_global_id: String, event: InputEvent) -> void:
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@@ -415,11 +411,9 @@ func correctPosition(tooltip: ESCRichTooltip, size: Vector2, mouse_position: Vec
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func _on_event_done(return_code: int, _event_name: String):
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escoria.logger.info(self, "EVENT DONE! code=" + String(return_code))
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# if return_code == ESCExecution.RC_OK:
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# escoria.action_manager.clear_current_action()
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# Show tooltips, they were hiddeen while performing action
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$tooltip_layer/tooltip.show()
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#$tooltip_layer/tooltip2.show()
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# Show tooltips, they were hidden while performing action
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$tooltip_layer/tooltip.update_tooltip_text()
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func _on_MenuButton_pressed() -> void:
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@@ -1,15 +1,2 @@
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:action1
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say player "Es naranja"
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:action2
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say player "Voy a cogerla"
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set_active i_bombona false
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inventory_add i_bombona
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# :action3
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# say player "Es el segundo bolsillo más grande que he visto nunca"
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:action4
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say player "Antes era una bombona pero ahora es una llave inglesa."
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say player "¿Esto es real?"
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say player "¿Vivo en Matrix?"
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@@ -10,6 +10,6 @@ inventory_add i_bombona2
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say player "Es el segundo bolsillo más grande que he visto nunca"
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:action4
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say player "Tiene pinta de dibujo animado"
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say player "¡¡Al meterla en mi bolsillo se ha convertido en un dibujo animado!!"
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say player "¿Esto es real?"
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say player "¿Vivo en Matrix?"
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@@ -69,6 +69,8 @@ combine_when_selected_action_is_in = [ "action4" ]
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dialog_color = Color( 1, 1, 1, 1 )
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action1_text = "Esto es una puerta y tiene una descripcion mu larga"
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action2_text = "Entrar! con descricion..."
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action3_text = "Usar la bombona con la puerta?"
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action4_text = "Lanzarla contra la puerta"
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animations = SubResource( 2 )
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[node name="CollisionPolygon2D" type="CollisionPolygon2D" parent="Hotspots/entrada_cocina"]
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@@ -90,9 +92,6 @@ combine_when_selected_action_is_in = [ ]
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inventory_texture = ExtResource( 29 )
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dialog_color = Color( 1, 1, 1, 1 )
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action1_text = "Mirar bombona"
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action2_text = "Coger bombona"
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action3_text = "¿Cómo ha entrado en mi bolsillo?"
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action4_text = "¿Por qué es una llave inglesa?"
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animations = null
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[node name="bombona2" parent="Hotspots" instance=ExtResource( 27 )]
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