Files
ai-game-2/SetPiece_.gd
2026-03-05 22:47:43 -08:00

110 lines
3.0 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:
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()
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
print("ENTERED0", label)
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 event.is_action("interact"):
# 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
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")