extends ESCGame const VERB_USE = "use" """ 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() - pause_game() - unpause_game() - show_main_menu() - hide_main_menu() - apply_custom_settings() - _on_event_done(event_name: String) """ onready var verbs_menu = $ui/Control/panel_down/VBoxContainer/HBoxContainer\ /VerbsMargin/verbs_menu onready var tooltip = $ui/Control/panel_down/VBoxContainer/MarginContainer\ /tooltip onready var inventory_ui = $ui/Control/panel_down/VBoxContainer/HBoxContainer\ /InventoryMargin/inventory_ui var room_select func _enter_tree(): var room_selector_parent = $ui/Control/panel_down/VBoxContainer\ /HBoxContainer/MainMargin/VBoxContainer if ProjectSettings.get_setting(ESCProjectSettingsManager.ENABLE_ROOM_SELECTOR) and \ room_selector_parent.get_node_or_null("room_select") == null: room_select = preload( "res://addons/escoria-core/ui_library/tools/room_select" +\ "/room_select.tscn" ).instance() room_selector_parent.add_child(room_select) ## BACKGROUND ## func left_click_on_bg(position: Vector2) -> void: if escoria.main.current_scene.player: escoria.action_manager.do( escoria.action_manager.ACTION.BACKGROUND_CLICK, [escoria.main.current_scene.player.global_id, position], true ) escoria.action_manager.clear_current_action() escoria.action_manager.clear_current_tool() tooltip.clear() verbs_menu.unselect_actions() func right_click_on_bg(position: Vector2) -> void: if escoria.main.current_scene.player: escoria.action_manager.do( escoria.action_manager.ACTION.BACKGROUND_CLICK, [escoria.main.current_scene.player.global_id, position], true ) escoria.action_manager.clear_current_action() escoria.action_manager.clear_current_tool() tooltip.clear() verbs_menu.unselect_actions() func left_double_click_on_bg(position: Vector2) -> void: if escoria.main.current_scene.player: escoria.action_manager.do( escoria.action_manager.ACTION.BACKGROUND_CLICK, [escoria.main.current_scene.player.global_id, position, true], 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 match escoria.action_manager.action_state: # Don't change the tooltip if an action input is completed # (ie verb+item(+target)) because the action is now being executed # and the tooltip is already set because the item was focused # (see element_focused() and inventory_item_focused()) ESCActionManager.ACTION_INPUT_STATE.COMPLETED: return ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM: tooltip.set_target(target_obj.tooltip_name) # Hovering an ESCItem highlights its default action if escoria.action_manager.current_action != VERB_USE \ and target_obj is ESCItem: verbs_menu.set_by_name(target_obj.default_action) ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM: tooltip.set_target(target_obj.tooltip_name) verbs_menu.set_by_name(escoria.action_manager.current_action) ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM: tooltip.set_target2(target_obj.tooltip_name) func element_unfocused() -> void: match escoria.action_manager.action_state: # Don't change the tooltip if an action input is completed # (ie verb+item(+target)) because the action is now being executed # and the tooltip is already set because the item was focused # (see element_focused() and inventory_item_focused()) ESCActionManager.ACTION_INPUT_STATE.COMPLETED: return ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \ ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM: tooltip.set_target("") verbs_menu.unselect_actions() ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM: tooltip.set_target2("") ## ITEMS ## func left_click_on_item(item_global_id: String, event: InputEvent) -> void: escoria.action_manager.do( escoria.action_manager.ACTION.ITEM_LEFT_CLICK, [item_global_id, event], true ) var target_obj = escoria.object_manager.get_object( item_global_id ).node match escoria.action_manager.action_state: # Don't change the tooltip if an action input is completed # (ie verb+item(+target)) because the action is now being executed # and the tooltip is already set because the item was focused # (see element_focused() and inventory_item_focused()) ESCActionManager.ACTION_INPUT_STATE.COMPLETED: return # Just clicked on the item ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \ ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM: tooltip.set_target(target_obj.tooltip_name) # Clicked on item and now we're awaiting a target item # This means we clicked the tool and we now need a target ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM: tooltip.set_target(target_obj.tooltip_name, true) func right_click_on_item(item_global_id: String, event: InputEvent) -> void: element_focused(item_global_id) var object = escoria.object_manager.get_object(item_global_id) if object != null: verbs_menu.set_by_name(object.node.default_action) if verbs_menu.selected_action == null: return escoria.action_manager.set_current_action(verbs_menu.selected_action) escoria.action_manager.do( escoria.action_manager.ACTION.ITEM_RIGHT_CLICK, [item_global_id, event], true ) func left_double_click_on_item(item_global_id: String, event: InputEvent) -> void: escoria.action_manager.do( escoria.action_manager.ACTION.ITEM_LEFT_CLICK, [item_global_id, event], true ) ## INVENTORY ## func left_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void: escoria.action_manager.do( escoria.action_manager.ACTION.ITEM_LEFT_CLICK, [inventory_item_global_id, event] ) var target_obj = escoria.object_manager.get_object( inventory_item_global_id ).node match escoria.action_manager.action_state: # Don't change the tooltip if an action input is completed # (ie verb+item(+target)) because the action is now being executed # and the tooltip is already set because the item was focused # (see element_focused() and inventory_item_focused()) ESCActionManager.ACTION_INPUT_STATE.COMPLETED: return # Just clicked on the inventory item: do nothing special ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \ ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM: return # Clicked on inventory item and now we're awaiting a target item # This means we clicked the tool and we now need a target ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM: tooltip.set_target(target_obj.tooltip_name, true) 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.action_manager.do( escoria.action_manager.ACTION.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 match escoria.action_manager.action_state: # Don't change the tooltip if an action input is completed # (ie verb+item(+target)) because the action is now being executed # and the tooltip is already set because the item was focused # (see element_focused() and inventory_item_focused()) ESCActionManager.ACTION_INPUT_STATE.COMPLETED: return ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \ ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM: tooltip.set_target(target_obj.tooltip_name) # Hovering an ESCItem highlights its default action if escoria.action_manager.current_action != VERB_USE and target_obj is ESCItem: verbs_menu.set_by_name(target_obj.default_action) ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM: tooltip.set_target2(target_obj.tooltip_name) func inventory_item_unfocused() -> void: match escoria.action_manager.action_state: ESCActionManager.ACTION_INPUT_STATE.COMPLETED: # Don't change the tooltip if an action input is completed # (ie verb+item(+target)) because the action is now being executed return ESCActionManager.ACTION_INPUT_STATE.AWAITING_VERB_OR_ITEM, \ ESCActionManager.ACTION_INPUT_STATE.AWAITING_ITEM: tooltip.set_target("") verbs_menu.unselect_actions() ESCActionManager.ACTION_INPUT_STATE.AWAITING_TARGET_ITEM: tooltip.set_target2("") func open_inventory(): pass func close_inventory(): pass func mousewheel_action(_direction: int): pass func hide_ui(): $ui/Control.hide() verbs_menu.hide() if ESCProjectSettingsManager.get_setting(ESCProjectSettingsManager.ENABLE_ROOM_SELECTOR): room_select.hide() inventory_ui.hide() tooltip.hide() func show_ui(): $ui/Control.show() verbs_menu.show() if ESCProjectSettingsManager.get_setting(ESCProjectSettingsManager.ENABLE_ROOM_SELECTOR): room_select.show() inventory_ui.show() tooltip.show() func hide_main_menu(): if get_node(main_menu).visible: get_node(main_menu).hide() show_ui() func show_main_menu(): if not get_node(main_menu).visible: hide_ui() get_node(main_menu).reset() get_node(main_menu).show() func unpause_game(): if get_node(pause_menu).visible: get_node(pause_menu).hide() escoria.object_manager.get_object(ESCObjectManager.CAMERA).node.current = true escoria.object_manager.get_object(ESCObjectManager.SPEECH).node.resume() escoria.main.current_scene.game.show_ui() escoria.main.current_scene.show() escoria.set_game_paused(false) func pause_game(): if not get_node(pause_menu).visible and not get_node(main_menu).visible: get_node(pause_menu).reset() get_node(pause_menu).set_save_enabled(escoria.save_manager.save_enabled) get_node(pause_menu).show() escoria.object_manager.get_object(ESCObjectManager.CAMERA).node.current = false escoria.object_manager.get_object(ESCObjectManager.SPEECH).node.pause() escoria.main.current_scene.game.hide_ui() escoria.main.current_scene.hide() escoria.set_game_paused(true) func _on_MenuButton_pressed() -> void: pause_game() func _on_action_finished() -> void: verbs_menu.unselect_actions() func _on_event_done(_return_code: int, _event_name: String): if _return_code == ESCExecution.RC_OK: escoria.action_manager.clear_current_action() verbs_menu.unselect_actions() tooltip.clear() func apply_custom_settings(custom_settings: Dictionary): if custom_settings.has("a_custom_setting"): escoria.logger.info( self, "custom setting value loaded: %s." % str(custom_settings["a_custom_setting"]) ) func get_custom_data() -> Dictionary: return { "ui_type": "9verbs" }