Added ESCItemWithTooltip.target_when_selected_action_is_in
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@@ -205,7 +205,7 @@ func perform_inputevent_on_object(
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# depending on the used action verb.
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var tool_just_set = _set_tool_and_action(obj, default_action)
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# MODIFIED FOR RETURN TO MONKEY UI
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var need_combine = _check_item_needs_combine_obj(obj, tool_just_set)
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var need_combine = _check_item_needs_combine_obj(obj)
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# If the current tool was not set, this is our first item, make it the tool
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if not current_tool or (current_tool and not need_combine):
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@@ -338,7 +338,7 @@ func _set_tool_and_action(obj: ESCObject, default_action: bool):
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if current_action and current_tool:
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# MODIFIED FOR RETURN TO MONKEY UI
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if (not current_action in escoria.action_manager\
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.current_tool.node.combine_when_selected_action_is_in and not current_action in obj.node.combine_when_selected_action_is_in):
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.current_tool.node.combine_when_selected_action_is_in and not current_action in obj.node.target_when_selected_action_is_in):
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current_tool = obj
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tool_just_set = true
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elif default_action:
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@@ -357,10 +357,9 @@ func _set_tool_and_action(obj: ESCObject, default_action: bool):
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#
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# *Returns* True if current action on "obj" requires a combination
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# MODIFIED FOR RETURN TO MONKEY UI
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func _check_item_needs_combine_obj(obj: ESCObject, tool_just_set: bool) -> bool:
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func _check_item_needs_combine_obj(obj: ESCObject) -> bool:
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return current_action \
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and current_tool \
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and (current_action in current_tool.node.combine_when_selected_action_is_in
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# MODIFIED FOR RETURN TO MONKEY UI
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or !tool_just_set)
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# or current_action in obj.node.combine_when_selected_action_is_in)
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or current_action in obj.node.target_when_selected_action_is_in)
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@@ -4,13 +4,21 @@ class_name ESCItemWithTooltip, "res://addons/escoria-core/design/esc_item.svg"
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# Action 1 Label text
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export(String) var action1_text = ""
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# Action 2 Label text
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export(String) var action2_text = ""
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# Action 3 tooltip text if item in inventory
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export(String) var action3_text = ""
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# Action 4 tooltip text if item in inventory
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export(String) var action4_text = ""
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# Action 3 tooltip texts if item is target. Dictionary with tool's global id as key.
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export(Dictionary) var action3_target_texts = {}
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# Action 4 tooltip texts if item is target. Dictionary with tool's global id as key.
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export(Dictionary) var action4_target_texts = {}
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# If action used by player is in this list, this is a valid target (second item in combination)
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export(Array) var target_when_selected_action_is_in = []
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