Files
ai-game-2/SetPiece_.gd
Bryce fb8798a4ae feat: integrate inventory with cursor system, scene input, and GameScript
- ActionState: add ITEM action (value 4) to enum and get_action_name()
- MainGame: right-click cycles through all 5 actions including ITEM;
  skips ITEM if nothing selected; clears selection when cycling away
- Scene: guard _unhandled_input() against active inventory overlay;
  handle ITEM action for world-wide item use; add give_item(),
  remove_item(), strip_items() helper methods
- SetPiece: handle ITEM action by calling scene's _use_item_on_setpiece()
- GameScript: add GiveItem and GiveItemDeferred script step classes
  for item acquisition during cutscenes
2026-04-27 07:47:45 -07:00

84 lines
2.4 KiB
GDScript3

@tool
extends Polygon2D
class_name SetPiece
# Declare member variables here. Examples:
# var a = 2
# var b = "text"
# Called when the node enters the scene tree for the first time.
func _ready():
_update_polygon_from_resource()
self.color.a = 0.25
if Engine.is_editor_hint():
self.color.a = 0.25
notify_property_list_changed()
pass
else:
pass
# hide()
pass # Replace with function body
func _update_polygon_from_resource() -> void:
if points_resource and points_resource.points.size() > 0:
polygon = points_resource.points
signal interacted
signal walked
signal looked
signal touched
signal talked
signal entered(lab)
signal exited(lab)
@export var label: String
@export var priority: int = 0
@export var points_resource: PolygonPointsResource:
set(value):
points_resource = value
_update_polygon_from_resource()
func _input(event):
if not Engine.is_editor_hint():
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")
ActionState.Action.ITEM:
if InventoryManager.selected_item:
var item_id = InventoryManager.selected_item
var scene = get_node_or_null("/root/Node2D/SceneViewport/background")
if scene and scene is Scene:
scene._use_item_on_setpiece(item_id, self)