xiandie/scene/entity/inspectable.gd

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GDScript3
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extends Sprite2D
# @export var entity_config: EntityConfig:
# set(value):
# entity_config = value
@export var entity_name: String = ""
@export var entity_title: String = ""
@export var texture_cover: Texture2D
@export var texture_note: Texture2D
@export_multiline var inspection_note: String = ""
@onready var sprite2d = %AnimatedSoundSprite2D as AnimatedSoundSprite2D
@onready var sign_mark = %Sign as Sprite2D
@onready var area2d = %Area2D as Area2D
var inspecting = false
func _ready() -> void:
area2d.body_entered.connect(_reset)
area2d.body_exited.connect(_on_cancel)
sign_mark.interacted.connect(_on_interacted)
sign_mark.cancel.connect(_on_cancel)
# if GlobalConfig.DEBUG:
# var label = DebugLabel.new()
# add_child(label)
# label.name = "DebugLabel"
func _on_interacted() -> void:
if not texture_cover or not texture_note:
push_error("entity/inspectable.gd: texture_cover or texture_note is not set")
return
if inspecting:
return
%Sfx.play()
# connect inspector quit signal
var inspector = SceneManager.get_inspector()
if inspector:
inspector.quit.connect(_on_quit_inspector)
if not texture_note:
texture_note = texture_cover
inspector.pop_inspection(texture_cover, texture_note, inspection_note)
inspecting = true
sign_mark.show_sign = false
func _on_quit_inspector():
var inspector = SceneManager.get_inspector()
if inspector:
# disconnect inspector quit signal
inspector.quit.disconnect(_on_quit_inspector)
inspecting = false
sign_mark.show_sign = true
func _on_cancel(_body = null):
inspecting = false
func _reset(_body):
inspecting = false
# _reload()
# func _reload() -> void:
# if not entity_config or not sprite2d:
# return
# # Load current state according to entity config
# var entity_name = entity_config.entity_name
# if entity_name and sprite2d.sprite_frames.has_animation(entity_name):
# # sprite2d.scale = entity_config.scale
# # sprite2d.offset = entity_config.offset
# sprite2d.play_with_sound(entity_config.entity_name)
# var texture = sprite2d.sprite_frames.get_frame_texture(entity_name, 0)
# # set collision shape size
# if collision_shape:
# collision_shape.shape.size = texture.get_size()
# else:
# _init_placeholder()
# func _init_placeholder():
# if not entity_config.placeholder_size:
# return
# sprite2d.play_with_sound("placeholder")
# var frames = sprite2d.sprite_frames as SpriteFrames
# var first_frame_size = frames.get_frame_texture("placeholder", 0).get_size()
# sprite2d.scale = entity_config.placeholder_size / first_frame_size
# sprite2d.offset = Vector2.ZERO
# var label = get_node_or_null("DebugLabel")
# if label:
# label.text = ("[" + entity_config.entity_name + "]" + entity_config.entity_title)
# label.modulate = Color.GREEN