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) """ func _ready(): ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", true) ## BACKGROUND ## func left_click_on_bg(position: Vector2) -> void: escoria.do("walk", ["player", position]) $ui/verbs_layer/verbs_menu.set_by_name("walk") $ui/verbs_layer/verbs_menu.clear_tool_texture() func right_click_on_bg(position: Vector2) -> void: escoria.do("walk", ["player", position]) $ui/verbs_layer/verbs_menu.set_by_name("walk") $ui/verbs_layer/verbs_menu.clear_tool_texture() func left_double_click_on_bg(position: Vector2) -> void: escoria.do("walk", ["player", position, true]) $ui/verbs_layer/verbs_menu.set_by_name("walk") $ui/verbs_layer/verbs_menu.clear_tool_texture() ## ITEM/HOTSPOT FOCUS ## func element_focused(element_id: String) -> void: var target_obj = escoria.object_manager.get_object(element_id).node $ui/tooltip_layer/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: $ui/verbs_layer/verbs_menu.set_by_name(target_obj.default_action) func element_unfocused() -> void: $ui/tooltip_layer/tooltip.set_target("") ## 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.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]) if escoria.action_manager.current_action == "use": var item = escoria.object_manager.get_object( inventory_item_global_id ).node if item.get_node("sprite").texture: $ui/verbs_layer/verbs_menu.set_tool_texture( item.get_node("sprite").texture ) elif item.inventory_item.texture_normal: $ui/verbs_layer/verbs_menu.set_tool_texture( item.inventory_item.texture_normal ) func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void: 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: $ui/tooltip_layer/tooltip.set_target( escoria.object_manager.get_object( inventory_item_global_id ).node.tooltip_name ) func inventory_item_unfocused() -> void: $ui/tooltip_layer/tooltip.set_target("") func open_inventory(): $ui/inventory_layer/inventory_ui/inventory_button.show_inventory() func close_inventory(): $ui/inventory_layer/inventory_ui/inventory_button.close_inventory() func mousewheel_action(direction: int): $ui/verbs_layer/verbs_menu.iterate_actions_cursor(direction) func hide_ui(): $ui/inventory_layer/inventory_ui.hide() func show_ui(): $ui/inventory_layer/inventory_ui.show() func _on_event_done(event_name: String): escoria.action_manager.clear_current_action() $ui/verbs_layer/verbs_menu.clear_tool_texture() 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()