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/Control/panel_down/VBoxContainer/HBoxContainer\ /VerbsMargin/verbs_menu onready var tooltip = $ui/Control/panel_down/VBoxContainer/tooltip onready var room_select = $ui/Control/panel_down/VBoxContainer/HBoxContainer\ /MainMargin/VBoxContainer/room_select onready var pause_menu = $ui/pause_menu onready var inventory_ui = $ui/Control/panel_down/VBoxContainer/HBoxContainer\ /InventoryMargin/inventory_ui func _ready(): ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", false) escoria.action_manager.connect( "action_finished", self, "_on_action_finished" ) ## BACKGROUND ## func left_click_on_bg(position: Vector2) -> void: escoria.do( "walk", [escoria.main.current_scene.player.global_id, position], true ) escoria.action_manager.clear_current_action() verbs_menu.unselect_actions() func right_click_on_bg(position: Vector2) -> void: escoria.do( "walk", [escoria.main.current_scene.player.global_id, position], true ) escoria.action_manager.clear_current_action() verbs_menu.unselect_actions() func left_double_click_on_bg(position: Vector2) -> void: escoria.do( "walk", [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 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() ## ITEMS ## func left_click_on_item(item_global_id: String, event: InputEvent) -> void: escoria.do("item_left_click", [item_global_id, event], true) 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], true) func left_double_click_on_item(item_global_id: String, event: InputEvent) -> void: escoria.do("item_left_click", [item_global_id, event], true) ## 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/Control.hide() verbs_menu.hide() room_select.hide() inventory_ui.hide() tooltip.hide() func show_ui(): $ui/Control.show() verbs_menu.show() room_select.show() 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 pause_menu.visible: pause_menu.hide() escoria.object_manager.get_object("_camera").node.current = true escoria.main.current_scene.game.show_ui() escoria.main.current_scene.show() escoria.set_game_paused(false) else: pause_menu.set_save_enabled(escoria.save_manager.save_enabled) pause_menu.show() escoria.object_manager.get_object("_camera").node.current = false 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()