Files
gymkhana-actions/game/ui/ui_mouse_icons/game.gd
Julian Murgia ff56816205 Deleted ESCHotspot (use ESCItem instead)
Moved duplicated movement code from ESCPlayer and ESCItem/ESCHotspot to its own script.
Added talking animations management.
Fixed bug: character was turning to last_direction after talking, if coming from another direction than speaking direction.
Continued removing unfree stuff.
2021-01-13 23:23:04 +01:00

104 lines
3.5 KiB
GDScript
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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_hotspot(hotspot_global_id : String, event : InputEvent)
- right_click_on_hotspot(hotspot_global_id : String, event : InputEvent)
- left_double_click_on_hotspot(hotspot_global_id : String, event : InputEvent)
- 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)
"""
signal element_focused(element_global_id)
#func _input(event):
# if event.is_action_pressed("switch_action_verb"):
# if event.button_index == BUTTON_WHEEL_UP:
# $ui/verbs_layer/verbs_menu.iterate_actions_cursor(-1)
# elif event.button_index == BUTTON_WHEEL_DOWN:
# $ui/verbs_layer/verbs_menu.iterate_actions_cursor(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/HOTSPOT 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:
$ui/verbs_layer/verbs_menu.set_by_name(target_obj.default_action)
func element_unfocused() -> void:
#emit_signal("element_focused", "")
#$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):
$ui/verbs_layer/verbs_menu.iterate_actions_cursor(direction)