Moved UI scenes and resources to their own plugin.

This commit is contained in:
Julian Murgia
2021-07-05 14:34:44 +02:00
parent e0de1de1ce
commit dc4cda82ab
77 changed files with 159 additions and 1045 deletions

View File

@@ -0,0 +1,165 @@
tool
extends ESCGame
"""
Implement methods to react to inputs.
- left_click_on_bg(position: Vector2)
- right_click_on_bg(position: Vector2)
- left_double_click_on_bg(position: Vector2)
- element_focused(element_id: String)
- element_unfocused()
- left_click_on_item(item_global_id: String, event: InputEvent)
- right_click_on_item(item_global_id: String, event: InputEvent)
- left_double_click_on_item(item_global_id: String, event: InputEvent)
- left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
- right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
- left_double_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent)
- inventory_item_focused(inventory_item_global_id: String)
- inventory_item_unfocused()
- open_inventory()
- close_inventory()
- mousewheel_action(direction: int)
- hide_ui()
- show_ui()
- _on_event_done(event_name: String)
"""
onready var verbs_menu = $ui/panel_down/verbs_layer/verbs_menu
onready var tooltip = $ui/panel_down/tooltip_layer/tooltip
func _ready():
ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", false)
func _input(event):
if event.is_action_pressed("switch_action_verb"):
if event.button_index == BUTTON_WHEEL_UP:
escoria.inputs_manager._on_mousewheel_action(-1)
elif event.button_index == BUTTON_WHEEL_DOWN:
escoria.inputs_manager._on_mousewheel_action(1)
## BACKGROUND ##
func left_click_on_bg(position: Vector2) -> void:
escoria.do("walk", ["player", position])
escoria.action_manager.clear_current_action()
verbs_menu.unselect_actions()
func right_click_on_bg(position: Vector2) -> void:
escoria.do("walk", ["player", position])
escoria.action_manager.clear_current_action()
verbs_menu.unselect_actions()
func left_double_click_on_bg(position: Vector2) -> void:
escoria.do("walk", ["player", position, true])
escoria.action_manager.clear_current_action()
verbs_menu.unselect_actions()
## ITEM FOCUS ##
func element_focused(element_id: String) -> void:
var target_obj = escoria.object_manager.get_object(element_id).node
tooltip.set_target(target_obj.tooltip_name)
if escoria.action_manager.current_action != "use" \
and escoria.action_manager.current_tool == null:
if target_obj is ESCItem:
verbs_menu.set_by_name(target_obj.default_action)
func element_unfocused() -> void:
tooltip.clear()
verbs_menu.unselect_actions()
## ITEMS ##
func left_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.do("item_left_click", [item_global_id, event])
func right_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.set_current_action(verbs_menu.selected_action)
escoria.do("item_right_click", [item_global_id, event])
func left_double_click_on_item(item_global_id: String, event: InputEvent) -> void:
escoria.do("item_left_click", [item_global_id, event])
## INVENTORY ##
func left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
escoria.do("item_left_click", [inventory_item_global_id, event])
func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void:
escoria.action_manager.set_current_action(verbs_menu.selected_action)
escoria.do("item_right_click", [inventory_item_global_id, event])
func left_double_click_on_inventory_item(_inventory_item_global_id: String, _event: InputEvent) -> void:
pass
func inventory_item_focused(inventory_item_global_id: String) -> void:
var target_obj = escoria.object_manager.get_object(
inventory_item_global_id
).node
tooltip.set_target(target_obj.tooltip_name)
if escoria.action_manager.current_action != "use" \
and escoria.action_manager.current_tool == null:
if target_obj is ESCItem:
verbs_menu.set_by_name(target_obj.default_action_inventory)
func inventory_item_unfocused() -> void:
tooltip.set_target("")
verbs_menu.unselect_actions()
func open_inventory():
pass
func close_inventory():
pass
func mousewheel_action(_direction: int):
pass
func hide_ui():
$ui/panel_down.hide()
verbs_menu.hide()
$ui/panel_down/verbs_layer/room_select.hide()
$ui/panel_down/inventory_layer/inventory_ui.hide()
tooltip.hide()
func show_ui():
$ui/panel_down.show()
verbs_menu.show()
$ui/panel_down/verbs_layer/room_select.show()
$ui/panel_down/inventory_layer/inventory_ui.show()
tooltip.show()
func _on_event_done(_event_name: String):
escoria.action_manager.clear_current_action()
verbs_menu.unselect_actions()
func pause_game():
if $ui/pause_menu.visible:
$ui/pause_menu.hide()
escoria.main.current_scene.game.get_node("camera").current = true
escoria.main.current_scene.game.show_ui()
escoria.main.current_scene.show()
else:
$ui/pause_menu.show()
escoria.main.current_scene.game.get_node("camera").current = false
escoria.main.current_scene.game.hide_ui()
escoria.main.current_scene.hide()