78 lines
2.1 KiB
GDScript3
78 lines
2.1 KiB
GDScript3
@tool
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extends Polygon2D
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class_name SetPiece
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# Declare member variables here. Examples:
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# var a = 2
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# var b = "text"
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# Called when the node enters the scene tree for the first time.
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func _ready():
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_update_polygon_from_resource()
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self.color.a = 0.25
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if Engine.is_editor_hint():
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self.color.a = 0.25
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notify_property_list_changed()
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pass
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else:
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pass
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# hide()
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pass # Replace with function body
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func _update_polygon_from_resource() -> void:
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if points_resource and points_resource.points.size() > 0:
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polygon = points_resource.points
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signal interacted
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signal walked
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signal looked
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signal touched
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signal talked
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signal entered(lab)
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signal exited(lab)
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@export var label: String
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@export var priority: int = 0
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@export var points_resource: PolygonPointsResource:
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set(value):
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points_resource = value
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_update_polygon_from_resource()
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func _input(event):
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if not Engine.is_editor_hint():
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if event is InputEventMouseButton and Input.is_action_just_released("interact"):
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# Check if a script is running that shouldn't be interrupted
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var script_builder = get_node_or_null("/root/Node2D/GameScript")
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if script_builder and script_builder.current_script and not script_builder.current_script.can_interrupt:
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return # Let the script handle the input
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# Check if this is the top-priority hovered SetPiece
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var top_piece = ActionState.get_top_hovered_setpiece()
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if top_piece != self:
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return
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get_viewport().set_input_as_handled()
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# Check if interacted signal has connections - it takes precedence
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if interacted.get_connections().size() > 0:
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emit_signal("interacted")
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return
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# Otherwise, emit action-specific signal based on current cursor
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match ActionState.current_action:
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ActionState.Action.WALK:
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if walked.get_connections().size() > 0:
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emit_signal("walked")
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ActionState.Action.LOOK:
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if looked.get_connections().size() > 0:
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emit_signal("looked")
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ActionState.Action.TOUCH:
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if touched.get_connections().size() > 0:
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emit_signal("touched")
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ActionState.Action.TALK:
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if talked.get_connections().size() > 0:
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emit_signal("talked")
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