This commit is contained in:
2026-04-05 23:11:56 -07:00
parent 351af5ad47
commit 6a64717c9d
10 changed files with 126 additions and 166 deletions

View File

@@ -40,75 +40,37 @@ signal exited(lab)
points_resource = value
_update_polygon_from_resource()
var is_in = false
# Called every frame. 'delta' is the elapsed time since the previous frame.
func _process(delta):
if Engine.is_editor_hint():
self.color.a = 0.25
else:
if Geometry2D.is_point_in_polygon(to_local(get_global_mouse_position()), self.polygon):
if is_in == false:
is_in = true
emit_signal("entered", label)
else:
if is_in == true:
emit_signal("exited", label)
is_in = false
func _get_overlapping_setpieces() -> Array[SetPiece]:
var overlapping: Array[SetPiece] = []
var mouse_pos = to_local(get_global_mouse_position())
for child in get_tree().get_nodes_in_group("set-piece"):
if child is SetPiece and child != self:
if child.polygon.size() > 0 and Geometry2D.is_point_in_polygon(mouse_pos, child.polygon):
overlapping.append(child)
return overlapping
func _input(event):
if not Engine.is_editor_hint():
if Geometry2D.is_point_in_polygon(to_local(get_global_mouse_position()), self.polygon):
if event is InputEventMouseButton and Input.is_action_just_released("interact"):
# Check if a script is running that shouldn't be interrupted
var script_builder = get_node_or_null("/root/Node2D/GameScript")
if script_builder and script_builder.current_script and not script_builder.current_script.can_interrupt:
return # Let the script handle the input
# Find all overlapping SetPieces and check if this one has highest priority
var overlapping = _get_overlapping_setpieces()
overlapping.append(self)
var max_priority = self.priority
for piece in overlapping:
if piece.priority > max_priority:
max_priority = piece.priority
# Only process if this SetPiece has the highest priority
if self.priority < max_priority:
return
print("MAX PRIOORITY", max_priority)
get_viewport().set_input_as_handled()
# Check if interacted signal has connections - it takes precedence
if interacted.get_connections().size() > 0:
emit_signal("interacted")
return
# Otherwise, emit action-specific signal based on current cursor
match ActionState.current_action:
ActionState.Action.WALK:
if walked.get_connections().size() > 0:
emit_signal("walked")
ActionState.Action.LOOK:
if looked.get_connections().size() > 0:
emit_signal("looked")
ActionState.Action.TOUCH:
if touched.get_connections().size() > 0:
emit_signal("touched")
ActionState.Action.TALK:
if talked.get_connections().size() > 0:
emit_signal("talked")
if event is InputEventMouseButton and Input.is_action_just_released("interact"):
# Check if a script is running that shouldn't be interrupted
var script_builder = get_node_or_null("/root/Node2D/GameScript")
if script_builder and script_builder.current_script and not script_builder.current_script.can_interrupt:
return # Let the script handle the input
# Check if this is the top-priority hovered SetPiece
var top_piece = ActionState.get_top_hovered_setpiece()
if top_piece != self:
return
get_viewport().set_input_as_handled()
# Check if interacted signal has connections - it takes precedence
if interacted.get_connections().size() > 0:
emit_signal("interacted")
return
# Otherwise, emit action-specific signal based on current cursor
match ActionState.current_action:
ActionState.Action.WALK:
if walked.get_connections().size() > 0:
emit_signal("walked")
ActionState.Action.LOOK:
if looked.get_connections().size() > 0:
emit_signal("looked")
ActionState.Action.TOUCH:
if touched.get_connections().size() > 0:
emit_signal("touched")
ActionState.Action.TALK:
if talked.get_connections().size() > 0:
emit_signal("talked")