* Moved and split escoria._ev_left_click_on_item() function into ESCController. Added a boolean in ESCWalkContext to hold whether interact should happen after destination is reached. Co-authored-by: StraToN <StraToN@users.noreply.github.com>
82 lines
1.1 KiB
Markdown
82 lines
1.1 KiB
Markdown
<!-- Auto-generated from JSON by GDScript docs maker. Do not edit this document directly. -->
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# ESCInputsManager
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**Extends:** [Node](../Node)
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## Description
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Escoria inputs manager
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Catches, handles and distributes input events for the game
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## Constants Descriptions
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### INPUT\_ALL
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```gdscript
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const INPUT_ALL: int = 0
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```
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### INPUT\_NONE
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```gdscript
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const INPUT_NONE: int = 1
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```
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### INPUT\_SKIP
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```gdscript
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const INPUT_SKIP: int = 2
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```
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## Property Descriptions
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### input\_mode
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```gdscript
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var input_mode
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```
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The current input mode
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### hover\_stack
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```gdscript
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var hover_stack: Array
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```
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A LIFO stack of hovered items
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### hotspot\_focused
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```gdscript
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var hotspot_focused: String = ""
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```
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The global id fo the topmost item from the hover_stack
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## Method Descriptions
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### register\_core
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```gdscript
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func register_core()
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```
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Register core signals (from escoria.gd)
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### register\_inventory\_item
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```gdscript
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func register_inventory_item(item: Node)
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```
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Connect the item signals to the local methods
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### register\_background
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```gdscript
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func register_background(background: ESCBackground)
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```
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