extends Node """ 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) """ signal element_focused(element_global_id) 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]) func right_click_on_bg(position : Vector2) -> void: escoria.do("walk", ["player", position]) func left_double_click_on_bg(position : Vector2) -> void: escoria.do("walk", ["player", position, true]) ## ITEM FOCUS ## func element_focused(element_id : String) -> void: #emit_signal("element_focused", element_id) # var target_obj = escoria.esc_runner.get_object(element_id) # if escoria.esc_runner.current_action != "use" && escoria.esc_runner.current_tool == null: # if target_obj is ESCItem or target_obj is ESCHotspot: # $ui/verbs_layer/verbs_menu.set_by_name(target_obj.default_action) pass func element_unfocused() -> void: #emit_signal("element_focused", "") #$ui/verbs_layer/verbs_menu.set_by_name("walk") pass ## 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.esc_runner.current_action == "use": # var item = escoria.esc_runner.get_object(inventory_item_global_id) # if item.texture: # $ui/verbs_layer/verbs_menu.set_tool_texture(item.texture) # elif item.inventory_item_scene_file.instance().texture_normal: # $ui/verbs_layer/verbs_menu.set_tool_texture(item.inventory_item_scene_file.instance().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: emit_signal("element_focused", inventory_item_global_id) func inventory_item_unfocused() -> void: emit_signal("element_focused", "") 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): pass func hide_ui(): $ui/panel_down.hide() $ui/verbs_layer/verbs_menu.hide() $ui/inventory_layer/inventory_ui.hide() $ui/tooltip_layer/tooltip.hide() func show_ui(): $ui/panel_down.show() $ui/verbs_layer/verbs_menu.show() $ui/inventory_layer/inventory_ui.show() $ui/tooltip_layer/tooltip.show()