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() - pause_game() - unpause_game() - show_main_menu() - hide_main_menu() - _on_event_done(event_name: String) """ func _enter_tree(): ProjectSettings.set_setting("escoria/ui/tooltip_follows_mouse", true) escoria.action_manager.connect( "action_finished", self, "_on_action_finished" ) var room_selector_parent = $CanvasLayer/ui/HBoxContainer/VBoxContainer if ProjectSettings.get_setting("escoria/debug/enable_room_selector") and \ room_selector_parent.get_node_or_null("room_select") == null: room_selector_parent.add_child( preload( "res://addons/escoria-core/ui_library/tools/room_select" +\ "/room_select.tscn" ).instance() ) func _exit_tree(): escoria.action_manager.disconnect( "action_finished", self, "_on_action_finished" ) ## BACKGROUND ## func left_click_on_bg(position: Vector2) -> void: if escoria.main.current_scene.player: escoria.do( "walk", [escoria.main.current_scene.player.global_id, position], true ) $CanvasLayer/ui/HBoxContainer/verbs_menu.set_by_name("walk") $CanvasLayer/ui/HBoxContainer/verbs_menu.clear_tool_texture() func right_click_on_bg(position: Vector2) -> void: mousewheel_action(1) func left_double_click_on_bg(position: Vector2) -> void: if escoria.main.current_scene.player: escoria.do( "walk", [escoria.main.current_scene.player.global_id, position, true], true ) $CanvasLayer/ui/HBoxContainer/verbs_menu.set_by_name("walk") $CanvasLayer/ui/HBoxContainer/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 $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: $CanvasLayer/ui/HBoxContainer/verbs_menu.set_by_name( target_obj.default_action ) func element_unfocused() -> void: $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], true) func right_click_on_item(item_global_id: String, event: InputEvent) -> void: mousewheel_action(1) 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]) if escoria.action_manager.current_action == "use": var item = escoria.object_manager.get_object( inventory_item_global_id ).node if item.has_method("get_sprite") and item.get_sprite().texture: $CanvasLayer/ui/HBoxContainer/verbs_menu.set_tool_texture( item.get_sprite().texture ) elif item.inventory_item.texture_normal: $CanvasLayer/ui/HBoxContainer/verbs_menu.set_tool_texture( item.inventory_item.texture_normal ) func right_click_on_inventory_item(inventory_item_global_id: String, event: InputEvent) -> void: mousewheel_action(1) 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: $tooltip_layer/tooltip.set_target( escoria.object_manager.get_object( inventory_item_global_id ).node.tooltip_name ) func inventory_item_unfocused() -> void: $tooltip_layer/tooltip.set_target("") func open_inventory(): $CanvasLayer/ui/HBoxContainer/inventory_ui.show_inventory() func close_inventory(): $CanvasLayer/ui/HBoxContainer/inventory_ui.hide_inventory() func mousewheel_action(direction: int): $CanvasLayer/ui/HBoxContainer/verbs_menu.iterate_actions_cursor(direction) func hide_ui(): $CanvasLayer/ui/HBoxContainer/inventory_ui.hide() func show_ui(): $CanvasLayer/ui/HBoxContainer/inventory_ui.show() func _on_event_done(event_name: String): escoria.action_manager.clear_current_action() $CanvasLayer/ui/HBoxContainer/verbs_menu.clear_tool_texture() func hide_main_menu(): if get_node(main_menu).visible: get_node(main_menu).hide() func show_main_menu(): if not get_node(main_menu).visible: get_node(main_menu).show() func unpause_game(): if get_node(pause_menu).visible: get_node(pause_menu).hide() escoria.object_manager.get_object("_camera").node.current = true escoria.main.current_scene.game.show_ui() escoria.main.current_scene.show() func pause_game(): if not get_node(pause_menu).visible: get_node(pause_menu).set_save_enabled( escoria.save_manager.save_enabled ) get_node(pause_menu).show() escoria.object_manager.get_object("_camera").node.current = false escoria.main.current_scene.game.hide_ui() escoria.main.current_scene.hide() func _on_action_finished(): $CanvasLayer/ui/HBoxContainer/verbs_menu.clear_tool_texture() func _on_MenuButton_pressed() -> void: pause_game()