147 lines
3.7 KiB
GDScript
147 lines
3.7 KiB
GDScript
@tool
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# A draggable item in the game that can be picked up and displayed with an outline effect.
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class_name Draggable2D extends Area2D
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static var current_focusing_item = ""
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# pass self
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signal picked(node: Draggable2D)
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signal dropped(node: Draggable2D)
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# 表现为按钮,即点击发送 picked 信号
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@export var act_as_button := false
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# z +1 when picked (-1 when dropped)
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# @export var z_up_on_picked := true
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@export var item_name = ""
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@export var sprite_offset := Vector2(0, 0):
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set(val):
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sprite_offset = val
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if is_node_ready():
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sprite.offset = sprite_offset
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@export var freezing := false:
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set(val):
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freezing = val
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if freezing:
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if holding:
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_drop()
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elif touching:
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_on_mouse_exited()
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@export var texture: Texture2D:
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# The texture to display for the item
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set(val):
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texture = val
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if is_node_ready():
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sprite.texture = texture
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@export var limit_rect := Rect2(Vector2.ZERO, Vector2(564, 316))
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@onready var sprite = $Sprite2D as Sprite2D
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func _ready() -> void:
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sprite.texture = texture
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sprite.offset = sprite_offset
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if Engine.is_editor_hint():
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return
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_toggle_outline(false)
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var collision2d = get_node_or_null("CollisionShape2D")
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if not collision2d:
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push_error("CollisionShape2D node not found in Draggable2D", self)
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collision2d = CollisionShape2D.new()
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add_child(collision2d)
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collision2d.shape = RectangleShape2D.new()
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mouse_entered.connect(_on_mouse_entered)
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mouse_exited.connect(_on_mouse_exited)
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# Whether the item is currently being held by the player
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var holding = false
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var touching = false
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func _on_mouse_entered() -> void:
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if freezing or not is_visible_in_tree():
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return
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# 尝试获得 current_focusing_item
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if current_focusing_item != "":
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return
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current_focusing_item = item_name
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touching = true
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_toggle_outline(true)
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func _on_mouse_exited() -> void:
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# frezzing 不影响 mouse exited
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if touching and not holding:
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current_focusing_item = ""
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touching = false
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_toggle_outline(false)
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func _notification(what: int) -> void:
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if what == NOTIFICATION_PREDELETE:
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if holding:
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_drop()
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elif touching:
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_on_mouse_exited()
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func _input(event: InputEvent) -> void:
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if freezing or Engine.is_editor_hint() or not is_visible_in_tree():
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return
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if event is InputEventMouseButton:
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if event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
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# Trigger the pick action
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if touching and not holding:
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_try_pick()
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elif holding:
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_drop()
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elif holding and event is InputEventMouseMotion:
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_update_pos_to_mouse()
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func _update_pos_to_mouse():
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# update global position
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global_position = get_global_mouse_position()
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global_position.x = clamp(global_position.x, limit_rect.position.x, limit_rect.end.x)
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global_position.y = clamp(global_position.y, limit_rect.position.y, limit_rect.end.y)
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func _try_pick() -> void:
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if act_as_button:
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# 作为按钮,发送 picked 信号
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picked.emit(self)
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var tween = create_tween()
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tween.tween_property(sprite.material, "shader_parameter/alpha_ratio", 0.5, 0.15)
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tween.tween_property(sprite.material, "shader_parameter/alpha_ratio", 1.0, 0.15)
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return
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if current_focusing_item != item_name:
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return
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# reset rotation
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rotation = 0
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_toggle_outline(false)
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holding = true
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# z_index += 1
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picked.emit(self)
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_update_pos_to_mouse()
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func _drop() -> void:
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if holding:
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holding = false
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# z_index -= 1
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dropped.emit(self)
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if touching:
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_toggle_outline(true)
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else:
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# not touching but dropped, remove current_focusing_item if any
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current_focusing_item = ""
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func _toggle_outline(display = true):
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var tween = create_tween()
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if display:
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tween.tween_property(sprite.material, "shader_parameter/thickness", 1.0, 0.2)
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else:
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tween.tween_property(sprite.material, "shader_parameter/thickness", 0.0, 0.2)
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