优化 prop hud 逻辑

This commit is contained in:
cakipaul 2025-07-16 16:32:40 +08:00
parent 3be55f41e7
commit 740620a1d4
2 changed files with 243 additions and 147 deletions

View File

@ -175,10 +175,10 @@ func checkout_prop_inventory(character: String) -> void:
else:
printerr("checkout_prop_inventory: PropHud node not found")
func get_current_prop(must_selected: bool) -> String:
# 无效参数
func get_current_prop(_must_selected = null) -> String:
var prop_hud = get_prop_hud()
if prop_hud and (not must_selected or prop_hud.selected):
if prop_hud:
return prop_hud.inventory.current_item_key()
return ""

View File

@ -3,6 +3,14 @@ class_name PropHud extends Control
signal current_item_changed(prop_key: String)
# 常量定义
const PROP_CONTAINER_X = 130.0
const PROP_CONTROL_X = 110.0
const TWEEN_DURATION = 0.5
const SHAKE_FPS = 15.0
const SHAKE_DURATION = 0.8
const SHAKE_DELTA = 12.0
@export_group("DebugItem")
@export var enable_item := false:
set(value):
@ -10,12 +18,18 @@ signal current_item_changed(prop_key: String)
enable_item = false
enable_prop_item(item_key)
@export var item_key: String
@export_group("Inventory")
@export var inventory: PropInventory:
set(value):
if inventory == value:
return
if inventory and inventory.current_item_changed.is_connected(_emit_changed):
inventory.current_item_changed.disconnect(_emit_changed)
inventory = value
if inventory and not inventory.current_item_changed.is_connected(_emit_changed):
inventory.current_item_changed.connect(_emit_changed)
@export_group("UI-UX")
@export var display_time := 2.5 # 不包含渐入渐出(约 0.6s)的时长
@export var locked := false:
@ -45,10 +59,8 @@ signal current_item_changed(prop_key: String)
@onready var props_bag_scroll = %PropsBagScroll as ScrollContainer
@onready var props_bag = %PropsBag as HBoxContainer
@onready var select_mark = %SelectMark as TextureRect
var prop_containers = [] #CenterContainer
const PROP_CONTAINER_X = 130.0
const PROP_CONTROL_X = 110.0
var prop_containers: Array[CenterContainer] = []
var items_dict := {}
var items_description_dict = {}
# 从配置文件加载 prop items
@ -62,10 +74,16 @@ var displaying = false
var timer := Timer.new()
var display_tween: Tween
var container_tween: Tween
var prop_blink: Tween
var tween_scroll: Tween
var shake_tween: Tween
# hud 是否监听快捷键
var listening_hotkey = true
# 缓存的占位符纹理
var placeholder_texture: Texture2D
func _emit_changed(prop_key := ""):
if not selected:
@ -77,33 +95,43 @@ func _emit_changed(prop_key := ""):
func _ready() -> void:
if Engine.is_editor_hint():
return
# 初始化占位符纹理
placeholder_texture = preload("res://asset/art/ui/hud/placeholder.png")
# read prop containers
for id in range(props_bag.get_child_count()):
var container = props_bag.get_child(id)
prop_containers.append(container)
container.get_child(0).get_child(0).gui_input.connect(_on_prop_gui_input.bind(id))
var button = container.get_child(0).get_child(0)
if button:
button.gui_input.connect(_on_prop_gui_input.bind(id))
display_prop.gui_input.connect(_on_prop_gui_input.bind(-1))
_load_items_config_to_dict("ImportantPropItems")
_load_items_config_to_dict("PropItems")
_reload_cache_and_realign_display()
selecting_bg.modulate.a = 0.0
prop_scroll.scroll_horizontal = PROP_CONTAINER_X
props_bag_scroll.scroll_horizontal = 0.0
props_bag_scroll.custom_minimum_size.x = 0.0
# focus_exited.connect(_on_focus_exited)
# 存档更新时,从存档加载 prop
ArchiveManager.archive_loaded.connect(_reload_cache_and_realign_display)
# tween timer
timer.wait_time = display_time
timer.one_shot = true
timer.autostart = false
timer.timeout.connect(_on_timer_timeout)
add_child(timer)
# connect signals
left_btn.pressed.connect(on_left_pressed)
right_btn.pressed.connect(on_right_pressed)
title_label.modulate.a = 0.0
# _toggle_btn_ability(false)
left_btn.modulate.a = 0.5
right_btn.modulate.a = 0.5
mouse_entered.connect(_on_mouse_entered)
@ -111,51 +139,36 @@ func _ready() -> void:
func _load_items_config_to_dict(title: String):
if not item_config_res or not item_config_res.titles.has(title):
return
var id = item_config_res.titles[title]
var current_line = item_config_res.lines[id]
var current_line = item_config_res.lines.get(id)
while current_line:
if current_line.has("tags") and current_line.has("translation_key"):
var wrapped_texture := "texture="
var wrapped_inspect := "inspect="
var texture_path = ""
var inspect_path = ""
for t in current_line.tags:
if t.begins_with(wrapped_texture):
texture_path = t.replace(wrapped_texture, "").strip_edges()
elif t.begins_with(wrapped_inspect):
inspect_path = t.replace(wrapped_inspect, "").strip_edges()
for tag in current_line.tags:
if tag.begins_with("texture="):
texture_path = tag.substr(8).strip_edges()
elif tag.begins_with("inspect="):
inspect_path = tag.substr(8).strip_edges()
var item = PropItem.new()
item.key = current_line.translation_key
if texture_path:
item.texture_path = path_prefix + texture_path
if inspect_path:
item.inspect_path = path_prefix + inspect_path
items_dict[item.key] = item
# # 检查是否是重要物品,如果是,则添加到 items_description_dict
items_description_dict[item.key] = tr(item.key + "_说明").replace("{br}", "\n")
# if item_config_res.titles.has(item.key):
# var important_item_line_id = item_config_res.titles[item.key]
# items_description_dict[item.key] = get_import_item_content(important_item_line_id)
if not current_line.has("next_id") or current_line.next_id == "end":
break
current_line = item_config_res.lines[current_line.next_id]
# func get_import_item_content(line_id) -> String:
# var current_line = item_config_res.lines[line_id]
# var content = ""
# while current_line:
# if current_line.has("text"):
# if current_line.has("translation_key"):
# content += tr(current_line.translation_key) + "\n"
# else:
# content += current_line.text + "\n"
# if not current_line.has("next_id") or current_line.next_id == "end":
# break
# current_line = item_config_res.lines[current_line.next_id]
# content.replace("{br}", "\n")
# return content
current_line = item_config_res.lines.get(current_line.next_id)
func _reload_cache_and_realign_display() -> void:
@ -174,57 +187,90 @@ func checkout_inventory(character: String) -> void:
_reload_cache_and_realign_display()
func hide_hud():
# 隐藏 hud 并静音
hide()
const HUD_FADE_DURATION = 0.3
# 在变量定义区域添加
var hud_visibility_tween: Tween
func hide_hud(duration: float = HUD_FADE_DURATION):
if not visible:
return
listening_hotkey = false
# 清理之前的补间动画
if hud_visibility_tween and hud_visibility_tween.is_running():
hud_visibility_tween.kill()
# 创建渐变动画
hud_visibility_tween = create_tween()
hud_visibility_tween.tween_property(self, "modulate:a", 0.0, duration)
hud_visibility_tween.tween_callback(hide)
func display_hud():
# 显示 hud 并取消静音
show()
listening_hotkey = true
func display_hud(duration: float = HUD_FADE_DURATION):
if visible and modulate.a >= 1.0:
return
# 清理之前的补间动画
if hud_visibility_tween and hud_visibility_tween.is_running():
hud_visibility_tween.kill()
# 确保节点可见但透明
if not visible:
modulate.a = 0.0
show()
# 创建渐变动画
hud_visibility_tween = create_tween()
hud_visibility_tween.tween_property(self, "modulate:a", 1.0, duration)
hud_visibility_tween.tween_callback(func(): listening_hotkey = true)
func _load_texture_cache() -> void:
if not inventory:
return
# 移除无效纹理
var keys_to_remove = []
for k in cached_inventory_textures:
# remove invalid textures
if not k in inventory.enabled_items:
cached_inventory_textures.erase(k)
keys_to_remove.append(k)
for k in keys_to_remove:
cached_inventory_textures.erase(k)
# 加载新纹理
for key in inventory.enabled_items:
if cached_inventory_textures.has(key):
continue
# 以 items_dict 为准,如果 enabled_items 中的 key 不存在,则删除
if not key in items_dict:
if not items_dict.has(key):
inventory.disable_item(key)
printerr(
"PropHud _load_texture_cache: key not found in items_dict:", key, ". remove item."
)
continue
var path = items_dict[key].texture_path
if not path:
var placeholder = preload("res://asset/art/ui/hud/placeholder.png")
cached_inventory_textures[key] = placeholder
cached_inventory_textures[key] = placeholder_texture
print("Cache load prop placeholder key=", key)
continue
var texture = load(path) as Texture2D
if texture:
if GlobalConfig.DEBUG:
print("Cache load prop texture key=", key)
cached_inventory_textures[key] = texture
# wrap index
inventory.current_index = wrapi(inventory.current_index, 0, inventory.enabled_items.size())
if inventory.enabled_items.size() > 0:
inventory.current_index = wrapi(inventory.current_index, 0, inventory.enabled_items.size())
func _update_prop_display_with_texture():
if not inventory:
return
var key = ""
# 在没有道具时,展示空手 placeholder
if inventory.enabled_items.is_empty():
display_prop.texture_normal = preload("res://asset/art/ui/hud/placeholder.png")
display_prop.texture_normal = placeholder_texture
display_prop.size = Vector2(PROP_CONTROL_X, PROP_CONTROL_X)
display_prop.scale = Vector2(1.0, 1.0)
title_label.text = tr("prop_空手")
@ -232,36 +278,48 @@ func _update_prop_display_with_texture():
key = inventory.current_item_key()
_display_texture_by_key(display_prop, key)
title_label.text = tr(key)
# 如果当前是 prop_小猫玩具完整尝试点亮玩家的灯效否则无需点亮
var player = SceneManager.get_player()
if player:
player.set_catty_light(key == "prop_小猫玩具完整")
if GlobalConfig.DEBUG:
print("[PropHud] current display prop:", key)
# 选中标记 select_mark; 如果被 free 掉,则重新创建
if select_mark and is_instance_valid(select_mark):
var parent = select_mark.get_parent()
if parent:
parent.remove_child(select_mark)
else:
select_mark = TextureRect.new()
select_mark.custom_minimum_size = Vector2(PROP_CONTAINER_X, PROP_CONTAINER_X)
select_mark.texture = preload("res://asset/art/ui/hud/select_mark.png")
# bag
# 选中标记处理
_update_select_mark()
# bag更新
for i in range(inventory.enabled_items.size()):
var id = wrapi(i, 0, inventory.enabled_items.size())
var k = inventory.enabled_items[id]
var button = prop_containers[i].get_child(0).get_child(0) as TextureButton
var container = prop_containers[i]
var button = container.get_child(0).get_child(0) as TextureButton
_display_texture_by_key(button, k)
if id == inventory.current_index:
prop_containers[i].get_child(0).add_child(select_mark)
container.get_child(0).add_child(select_mark)
prop_scroll.scroll_horizontal = PROP_CONTAINER_X
# props_bag_scroll.scroll_horizontal = 0.0
func _display_texture_by_key(button, key) -> void:
if not key:
button.texture_normal = null
func _update_select_mark():
if not is_instance_valid(select_mark):
select_mark = TextureRect.new()
select_mark.custom_minimum_size = Vector2(PROP_CONTAINER_X, PROP_CONTAINER_X)
select_mark.texture = preload("res://asset/art/ui/hud/select_mark.png")
else:
var parent = select_mark.get_parent()
if parent:
parent.remove_child(select_mark)
func _display_texture_by_key(button: TextureButton, key: String) -> void:
if not key or not button:
if button:
button.texture_normal = null
return
if not items_dict.has(key):
return
var item = items_dict[key]
var texture = cached_inventory_textures.get(item.key)
@ -270,14 +328,15 @@ func _display_texture_by_key(button, key) -> void:
texture = load(item.texture_path) as Texture2D
if not texture:
printerr("PropHud _display_texture_by_key: No texture found for item:", item)
return
else:
cached_inventory_textures[item.key] = texture
button.texture_normal = texture
var t_size = button.texture_normal.get_size()
var max_x = max(t_size.x, t_size.y)
var t_size = texture.get_size()
var max_dimension = max(t_size.x, t_size.y)
var p_scale = min(PROP_CONTROL_X / t_size.x, PROP_CONTROL_X / t_size.y)
button.scale = Vector2(p_scale, p_scale)
button.size = Vector2(max_x, max_x)
button.size = Vector2(max_dimension, max_dimension)
func on_left_pressed() -> void:
@ -305,34 +364,37 @@ func on_right_pressed() -> void:
func _tween_container(left_to_right := true) -> void:
if container_tween and container_tween.is_running():
container_tween.kill()
container_tween = create_tween()
if left_to_right:
prop_scroll.scroll_horizontal = 2 * PROP_CONTAINER_X
else:
prop_scroll.scroll_horizontal = 0.0
# 通过 Head 与 Tail 占位符,实现滚动效果;否则会导致卡在边界上,无法滚动
prop_scroll.scroll_horizontal = 2 * PROP_CONTAINER_X if left_to_right else 0.0
container_tween.tween_property(prop_scroll, "scroll_horizontal", PROP_CONTAINER_X, 0.2)
func _on_prop_gui_input(event: InputEvent, id) -> void:
if locked:
func _on_prop_gui_input(event: InputEvent, id: int) -> void:
if locked or not event is InputEventMouseButton:
return
if event is InputEventMouseButton and event.is_pressed():
event = event as InputEventMouseButton
if event.button_index == MOUSE_BUTTON_LEFT:
var mouse_event = event as InputEventMouseButton
if not mouse_event.is_pressed():
return
match mouse_event.button_index:
MOUSE_BUTTON_LEFT:
_on_prop_pressed(id)
elif event.button_index == MOUSE_BUTTON_RIGHT:
MOUSE_BUTTON_RIGHT:
_on_prop_inspected(id)
func _on_prop_inspected(id := 0) -> void:
if locked:
return
var prop_key = ""
if id >= 0:
if id >= 0 and id < inventory.enabled_items.size():
prop_key = inventory.enabled_items[id]
else:
prop_key = inventory.current_item_key()
if prop_key:
sfx_inspect.play()
print("[PropHud] inspect prop:", prop_key)
@ -342,37 +404,37 @@ func _on_prop_inspected(id := 0) -> void:
func _on_prop_pressed(id := 0) -> void:
if locked:
return
sfx_click.play()
if GlobalConfig.DEBUG:
print("PropHUD Panel pressed.")
focus_mode = FOCUS_ALL
grab_focus()
selected = true
if id >= 0:
if id >= 0 and id < inventory.enabled_items.size():
inventory.current_index = id
_update_prop_display_with_texture()
_mouse_moved_on_listening(true)
var prop_blink: Tween
var tween_scroll: Tween
func _toggle_scroll(fold := true) -> void:
if prop_blink and prop_blink.is_running():
prop_blink.kill()
if tween_scroll and tween_scroll.is_running():
tween_scroll.kill()
# PROP_CONTAINER_X + 10. 为hud的两侧留出的空间
if fold:
# kill blink
select_mark.modulate.a = 1.0
selecting_bg.modulate.a = 0.0
# fold
tween_scroll = create_tween()
tween_scroll.tween_property(props_bag_scroll, "custom_minimum_size:x", 0.0, 0.5)
tween_scroll.tween_property(props_bag_scroll, "custom_minimum_size:x", 0.0, TWEEN_DURATION)
tween_scroll.parallel().tween_property(
hud_rect, "custom_minimum_size:x", PROP_CONTAINER_X + 10., 0.5
hud_rect, "custom_minimum_size:x", PROP_CONTAINER_X + 10., TWEEN_DURATION
)
else:
# blink
@ -388,12 +450,17 @@ func _toggle_scroll(fold := true) -> void:
prop_blink.parallel().tween_property(selecting_bg, "modulate:a", .6, 1.).set_ease(
Tween.EASE_IN_OUT
)
# unfold
var bag_x = prop_containers.size() * PROP_CONTAINER_X
var hud_x = bag_x + PROP_CONTAINER_X + 10.
tween_scroll = create_tween()
tween_scroll.tween_property(props_bag_scroll, "custom_minimum_size:x", bag_x, 0.5)
tween_scroll.parallel().tween_property(hud_rect, "custom_minimum_size:x", hud_x, 0.5)
tween_scroll.tween_property(
props_bag_scroll, "custom_minimum_size:x", bag_x, TWEEN_DURATION
)
tween_scroll.parallel().tween_property(
hud_rect, "custom_minimum_size:x", hud_x, TWEEN_DURATION
)
func _on_mouse_entered() -> void:
@ -410,9 +477,11 @@ func _on_mouse_exited() -> void:
func _mouse_moved_on_listening(unfold_scroll := false) -> void:
if unfold_scroll:
_toggle_scroll(false)
if not displaying:
_toggle_details(true)
return
timer.start(display_time)
@ -424,6 +493,7 @@ func _on_timer_timeout() -> void:
func _unhandled_input(event: InputEvent) -> void:
if locked or not listening_hotkey:
return
if event.is_action_pressed("prop_left"):
on_left_pressed()
get_viewport().set_input_as_handled()
@ -431,17 +501,21 @@ func _unhandled_input(event: InputEvent) -> void:
on_right_pressed()
get_viewport().set_input_as_handled()
elif event is InputEventMouseButton:
if event.button_index == MOUSE_BUTTON_WHEEL_DOWN and event.pressed:
on_left_pressed()
get_viewport().set_input_as_handled()
elif event.button_index == MOUSE_BUTTON_WHEEL_UP and event.pressed:
on_right_pressed()
get_viewport().set_input_as_handled()
var mouse_event = event as InputEventMouseButton
if mouse_event.pressed:
match mouse_event.button_index:
MOUSE_BUTTON_WHEEL_DOWN:
on_left_pressed()
get_viewport().set_input_as_handled()
MOUSE_BUTTON_WHEEL_UP:
on_right_pressed()
get_viewport().set_input_as_handled()
func _input(event: InputEvent) -> void:
if locked:
return
if listen_mouse and (event is InputEventMouseMotion or event is InputEventScreenTouch):
_mouse_moved_on_listening()
@ -462,7 +536,6 @@ func _toggle_details(display := true) -> void:
display_tween.parallel().tween_property(title_label, "modulate:a", 0.0, 0.6)
display_tween.parallel().tween_property(left_btn, "modulate:a", 0.5, 0.5)
display_tween.parallel().tween_property(right_btn, "modulate:a", 0.5, 0.5)
# display_tween.tween_callback(_toggle_btn_ability.bind(false))
timer.stop()
@ -474,11 +547,14 @@ func _toggle_btn_ability(v: bool) -> void:
func enable_important_item(prop_key: String, display_inspector: bool) -> void:
if not inventory or not prop_key:
return
if not items_dict.has(prop_key):
push_error("ImportantPropItem not found! key=" + prop_key)
return
inventory.enable_important_item(prop_key)
SceneManager.pop_notification("ui_notify_important_item_update")
if display_inspector:
sfx_inspect.play()
inspect_item(prop_key, true, true)
@ -488,13 +564,17 @@ func enable_prop_item(prop_key: String, inspect := true) -> void:
if not inventory or not prop_key:
printerr("PropHUD Enable prop item: No inventory or prop_key provided.")
return
if not items_dict.has(prop_key):
push_error("PropItem not found! key=" + prop_key)
return
inventory.enable_item(prop_key)
_reload_cache_and_realign_display()
if GlobalConfig.DEBUG:
print("PropHUD Enable prop item:", prop_key)
if inspect:
sfx_new_prop.play()
inspect_item(prop_key)
@ -502,27 +582,31 @@ func enable_prop_item(prop_key: String, inspect := true) -> void:
func inspect_item(prop_key: String, display_obtained := true, as_important_item := false):
var inspector = SceneManager.get_inspector()
if inspector:
var texture_path = items_dict[prop_key].texture_path
var inspect_path = items_dict[prop_key].inspect_path
# 是否有独立的 inspect 图片
if inspect_path:
var texture = load(inspect_path) as Texture2D
inspector.pop_prop_inspection(
prop_key, texture, false, display_obtained, as_important_item
)
else:
var texture = cached_inventory_textures.get(prop_key)
if not texture:
texture = load(texture_path) as Texture2D
if texture:
cached_inventory_textures[prop_key] = texture
else:
printerr("prophud inspect_item invalid texture_path:", texture_path)
return
inspector.pop_prop_inspection(
prop_key, texture, true, display_obtained, as_important_item
)
if not inspector or not items_dict.has(prop_key):
return
var item = items_dict[prop_key]
var texture: Texture2D = null
var is_inspect_texture = false
# 检查是否有独立的 inspect 图片
if item.inspect_path:
texture = load(item.inspect_path) as Texture2D
is_inspect_texture = true
else:
texture = cached_inventory_textures.get(prop_key)
if not texture and item.texture_path:
texture = load(item.texture_path) as Texture2D
if texture:
cached_inventory_textures[prop_key] = texture
if not texture:
printerr("prophud inspect_item invalid texture for key:", prop_key)
return
inspector.pop_prop_inspection(
prop_key, texture, not is_inspect_texture, display_obtained, as_important_item
)
func disable_prop_item(prop_key: String) -> void:
@ -533,16 +617,21 @@ func disable_prop_item(prop_key: String) -> void:
func _align_container_size() -> void:
# 判断是否需要添加新的 prop container
if not inventory:
return
# 添加新容器
while inventory.enabled_items.size() > prop_containers.size():
append_prop_container()
# 判断是否需要删除 prop container不保留余数
# 删除多余容器
while inventory.enabled_items.size() < prop_containers.size():
remove_prop_container()
if displaying:
_mouse_moved_on_listening()
# 如果正在展示,则更新 scroll 长度
if displaying and props_bag_scroll.custom_minimum_size.x > 0.0:
if props_bag_scroll.custom_minimum_size.x > 0.0:
_toggle_scroll(false)
@ -550,58 +639,65 @@ func append_prop_container() -> void:
var container = CenterContainer.new()
container.custom_minimum_size = Vector2(PROP_CONTAINER_X, PROP_CONTAINER_X)
container.set_anchors_preset(Control.PRESET_FULL_RECT)
prop_containers.append(container)
var control = Control.new()
control.custom_minimum_size = Vector2(PROP_CONTROL_X, PROP_CONTROL_X)
control.set_anchors_preset(Control.PRESET_FULL_RECT)
container.add_child(control)
var prop = TextureButton.new()
prop.stretch_mode = TextureButton.STRETCH_KEEP_ASPECT_CENTERED
control.add_child(prop)
# 添加到 hbox: container -> control -> prop
props_bag.add_child(container)
prop.gui_input.connect(_on_prop_gui_input.bind(prop_containers.size() - 1))
prop_containers.append(container)
var index = prop_containers.size() - 1
prop.gui_input.connect(_on_prop_gui_input.bind(index))
func remove_prop_container() -> void:
if prop_containers.size() == 0:
if prop_containers.is_empty():
return
var container = prop_containers.pop_back()
props_bag.remove_child(container)
container.queue_free()
if container and is_instance_valid(container):
props_bag.remove_child(container)
container.queue_free()
var shake_tween
# 使用无效道具,抖动提示
func on_toggle_invalid_prop():
if not inventory or not inventory.current_item_key():
return
if GlobalConfig.DEBUG:
print("使用无效道具. invalid_prop shake. current prop:", inventory.current_item_key())
if shake_tween:
if shake_tween and shake_tween.is_running():
shake_tween.kill()
# 抖动效果,逐渐减弱
# 抖动效果
shake_tween = create_tween()
var fps := 15.0
var duration := 0.8
var delta := 12.0
var count = int(SHAKE_DURATION * SHAKE_FPS)
var delta_t = 1.0 / SHAKE_FPS
var origin_pos = Vector2.ZERO
var count = int(duration * fps)
var delta_t = 1.0 / fps
var prop = display_prop
# var prop = prop_containers[0].get_child(0)
prop.modulate = Color(1.0, 0.6, 0.6, 1.0)
for i in range(count):
var offset = Vector2(randf_range(-delta, delta), randf_range(-delta, delta)) * exp(-i)
var decay = exp(-i)
var offset = Vector2(
randf_range(-SHAKE_DELTA, SHAKE_DELTA) * decay,
randf_range(-SHAKE_DELTA, SHAKE_DELTA) * decay
)
shake_tween.tween_property(prop, "position", origin_pos + offset, delta_t).set_trans(
Tween.TRANS_CUBIC
)
shake_tween.tween_callback(_reset_prop_modulate)
func _reset_prop_modulate():
var prop = display_prop
# var prop = prop_containers[0].get_child(0)
prop.modulate = Color(1.0, 1.0, 1.0, 1.0)
if display_prop:
display_prop.modulate = Color.WHITE