xiandie/scene/entity/old/inspectable.gd

64 lines
1.6 KiB
GDScript

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