140 lines
3.4 KiB
GDScript
140 lines
3.4 KiB
GDScript
@icon("res://components/Cursor/mouse-pointer-2.svg")
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extends Base
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@onready var mouse_control = $"MouseControl"
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@onready var sprite_2d: Sprite2D = $MouseControl/Sprite2D
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const CURSOR_UI = preload("res://components/Cursor/hover-1.png")
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const CURSOR_HOLD = preload("res://components/Cursor/grab-1.png")
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const CURSOR = preload("res://components/Cursor/normal-1.png")
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var rotation_tween
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var cursor_tween
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var hovered_objects = 0
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var holding = false
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var held_item
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func _ready() -> void:
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Persister.data_persisted.connect(_on_data_persisted)
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Triggerer.listen("grab_creature", _on_grab_creature)
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func _on_grab_creature(data):
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held_item = data.creature
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holding = true
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func _on_release():
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holding = false
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var overlapping_areas = mouse_control.get_overlapping_areas()
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overlapping_areas.sort_custom(func(a, b):
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return a.z_index > b.z_index
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)
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for area in overlapping_areas:
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if area.has_method("_on_released"):
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var current_node = area
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var hidden = false
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while current_node:
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if "modulate" in current_node:
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if current_node.modulate.a < 1:
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hidden = true
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break
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current_node = current_node.get_parent()
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if hidden:
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continue
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if not area._on_released():
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break
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func _on_click():
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var overlapping_areas = mouse_control.get_overlapping_areas()
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overlapping_areas.sort_custom(func(a, b):
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return a.z_index > b.z_index
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)
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for area in overlapping_areas:
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if area.has_method("_on_clicked"):
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var current_node = area
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var hidden = false
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while current_node:
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if "modulate" in current_node:
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if current_node.modulate.a < 1:
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hidden = true
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break
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if "visible" in current_node:
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if not current_node.visible:
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hidden = true
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break
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current_node = current_node.get_parent()
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if hidden:
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continue
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if not area._on_clicked():
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break
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func _process(delta):
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if Input.is_action_just_released("left_click"):
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_on_release()
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if Input.is_action_just_pressed("left_click"):
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_on_click()
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Input.set_mouse_mode(Input.MOUSE_MODE_HIDDEN)
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mouse_control.position = mouse_control.get_global_mouse_position()
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if held_item:
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held_item.position = mouse_control.position
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if not Input.is_action_pressed("left_click"):
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sprite_2d.rotation = move_toward(sprite_2d.rotation, 0, delta)
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sprite_2d.scale = sprite_2d.scale.move_toward(Vector2.ONE, delta)
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else:
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sprite_2d.scale = sprite_2d.scale.move_toward(Vector2.ONE * 0.9, delta * 2)
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sprite_2d.rotation = move_toward(sprite_2d.rotation, -0.1, delta * 2)
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func _on_mouse_control_area_entered(area):
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if area.has_method("_on_hovered"):
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var current_node = area
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var hidden = false
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while current_node:
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if "visible" in current_node:
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if not current_node.visible:
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hidden = true
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break
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current_node = current_node.get_parent()
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if not hidden:
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area._on_hovered()
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hovered_objects += 1
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_update_cursor()
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func _on_mouse_control_area_exited(area):
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if area.has_method("_on_unhovered"):
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var current_node = area
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var hidden = false
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while current_node:
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if "visible" in current_node:
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if not current_node.visible:
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hidden = true
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break
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current_node = current_node.get_parent()
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if not hidden:
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area._on_unhovered()
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hovered_objects -= 1
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_update_cursor()
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func _update_cursor():
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if holding:
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sprite_2d.texture = CURSOR_HOLD
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if hovered_objects:
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sprite_2d.texture = CURSOR_UI
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else:
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sprite_2d.texture = CURSOR
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