Cloned escoria-ui-9-verbs to escoria-ui-2verbs
This commit is contained in:
381
gymkhana/addons/escoria-ui-2verbs/game.gd
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381
gymkhana/addons/escoria-ui-2verbs/game.gd
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extends ESCGame
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const VERB_USE = "use"
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"""
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Implement methods to react to inputs.
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- left_click_on_bg(position: Vector2)
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- right_click_on_bg(position: Vector2)
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- left_double_click_on_bg(position: Vector2)
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- element_focused(element_id: String)
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- element_unfocused()
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- left_click_on_item(item_global_id: String, event: InputEvent)
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- right_click_on_item(item_global_id: String, event: InputEvent)
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- left_double_click_on_item(item_global_id: String, event: InputEvent)
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- left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
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- right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
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- left_double_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
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- inventory_item_focused(inventory_item_global_id: String)
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- inventory_item_unfocused()
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- open_inventory()
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- close_inventory()
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- mousewheel_action(direction: int)
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- hide_ui()
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- show_ui()
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- pause_game()
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- unpause_game()
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- show_main_menu()
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- hide_main_menu()
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- apply_custom_settings()
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- _on_event_done(event_name: String)
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"""
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onready var verbs_menu = $ui/Control/panel_down/VBoxContainer/HBoxContainer\
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/VerbsMargin/verbs_menu
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onready var tooltip = $ui/Control/panel_down/VBoxContainer/MarginContainer\
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/tooltip
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onready var inventory_ui = $ui/Control/panel_down/VBoxContainer/HBoxContainer\
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/InventoryMargin/inventory_ui
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var room_select
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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_select = preload(
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"res://addons/escoria-core/ui_library/tools/room_select" +\
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"/room_select.tscn"
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).instance()
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room_selector_parent.add_child(room_select)
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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.main.current_scene.player.global_id, position],
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true
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)
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escoria.action_manager.clear_current_action()
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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.main.current_scene.player.global_id, position],
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true
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)
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escoria.action_manager.clear_current_action()
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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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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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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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# (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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# (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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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 \
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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_ITEM:
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tooltip.set_target(target_obj.tooltip_name)
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verbs_menu.set_by_name(escoria.action_manager.current_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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# (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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# (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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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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# (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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# (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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element_focused(item_global_id)
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var object = escoria.object_manager.get_object(item_global_id)
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if object != null:
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verbs_menu.set_by_name(object.node.default_action)
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if verbs_menu.selected_action == null:
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return
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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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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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true
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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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[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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# (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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# (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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[inventory_item_global_id, event]
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)
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func left_double_click_on_inventory_item(_inventory_item_global_id: String, _event: InputEvent) -> void:
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pass
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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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# (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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# (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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# (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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func close_inventory():
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pass
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func mousewheel_action(_direction: int):
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pass
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func hide_ui():
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$ui/Control.hide()
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verbs_menu.hide()
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if ESCProjectSettingsManager.get_setting(ESCProjectSettingsManager.ENABLE_ROOM_SELECTOR):
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room_select.hide()
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inventory_ui.hide()
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tooltip.hide()
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func show_ui():
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$ui/Control.show()
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verbs_menu.show()
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if ESCProjectSettingsManager.get_setting(ESCProjectSettingsManager.ENABLE_ROOM_SELECTOR):
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room_select.show()
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inventory_ui.show()
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tooltip.show()
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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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escoria.object_manager.get_object(ESCObjectManager.CAMERA).node.current = true
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escoria.object_manager.get_object(ESCObjectManager.SPEECH).node.resume()
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escoria.main.current_scene.game.show_ui()
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escoria.main.current_scene.show()
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escoria.set_game_paused(false)
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func pause_game():
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if not get_node(pause_menu).visible and not get_node(main_menu).visible:
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get_node(pause_menu).reset()
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get_node(pause_menu).set_save_enabled(escoria.save_manager.save_enabled)
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get_node(pause_menu).show()
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escoria.object_manager.get_object(ESCObjectManager.CAMERA).node.current = false
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escoria.object_manager.get_object(ESCObjectManager.SPEECH).node.pause()
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escoria.main.current_scene.game.hide_ui()
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escoria.main.current_scene.hide()
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escoria.set_game_paused(true)
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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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func _on_event_done(_return_code: int, _event_name: String):
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if _return_code == ESCExecution.RC_OK:
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escoria.action_manager.clear_current_action()
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verbs_menu.unselect_actions()
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tooltip.clear()
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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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self,
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"custom setting value loaded: %s."
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% str(custom_settings["a_custom_setting"])
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)
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func get_custom_data() -> Dictionary:
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return {
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"ui_type": "9verbs"
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}
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Reference in New Issue
Block a user