frame-of-mind/src/logic-scenes/interactable/interactable.gd

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class_name Interactable extends Node3D
@export var interaction: PackedScene = null
var interaction_ui : Control = null
@onready var view: Node3D = $View
@onready var frame: Sprite3D = $Frame
@onready var canvas_layer: CanvasLayer = $CanvasLayer
@onready var caption : Label3D = %Caption
@onready var prompt : Label3D = %Prompt
var active : bool = true
var shown : bool = false
var hover : bool = false
var collected : bool = false:
set(value):
collected = value
if is_inside_tree():
_update_prompt()
var tween: Tween = null
func _ready() -> void:
view.scale = Vector3.ZERO
frame.modulate.a = 0
if interaction:
interaction_ui = interaction.instantiate() as Control
canvas_layer.add_child(interaction_ui)
_update_caption()
# Check if this scene was already completed (for re-entering rooms)
if interaction_ui is StoryPlayable:
var story := interaction_ui as StoryPlayable
collected = Scenes.is_sequence_repeating(story.scene_id)
else:
_update_prompt()
Scenes.player_enable.connect(_player_active) # TODO: do I have to clean this up?
func _player_active(value: bool) -> void:
active = value
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func expand() -> void:
shown = true
view.scale = Vector3.ZERO
frame.modulate = Color.TRANSPARENT
view.rotation.z = -PI*0.5 # Godot angle wrapping is ... something
if tween: tween.kill()
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tween = create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
tween.parallel().tween_property(view, "scale", Vector3.ONE, 1.0).set_delay(0.5)
tween.parallel().tween_property(view, "rotation:z", 0, 0.8).set_delay(0.5)
tween.parallel().tween_property(frame, "modulate:a", 1.0, 2.0)
func collapse() -> void:
shown = false
if tween: tween.kill()
tween = create_tween().set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_BACK)
tween.parallel().tween_property(view, "scale", Vector3.ZERO, 0.3)
tween.parallel().tween_property(frame, "modulate:a", 0, 0.6)
func _process(_delta: float) -> void:
_process_hover()
_process_billboard()
func _process_billboard() -> void:
if shown:
var player_view := State.player_view
look_at(player_view.global_position, Vector3.UP, true)
func _process_hover() -> void:
if active and hover and not shown:
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expand()
elif not hover and shown or shown and not active:
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collapse()
func _input(event: InputEvent) -> void:
if not active or not hover or not shown: return
var clicked : bool = (event.is_action_pressed("ui_accept")) or (event is InputEventMouseButton and event.pressed)
if hover and shown and clicked:
collect_memento()
func play_story() -> void:
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collected = true
canvas_layer.show()
Scenes.begin_sequence(interaction_ui.scene_id)
# Play the story
await interaction_ui.play()
# Pick the cards
var picker := State.room.get_node("%Picker") as CardPicker
await picker.pick_cards(interaction_ui.scene_id, false)
# Hide the CanvasLayer when done
canvas_layer.hide()
Scenes.end_sequence(interaction_ui.scene_id) # todo: maybe later?
Scenes.player_enable.emit(true) # TODO: this may not be our job?
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expand()
func play_board() -> void:
canvas_layer.show()
# Play the board (handles mouse visibility and waits for close)
await interaction_ui.play()
# Hide the CanvasLayer when done
canvas_layer.hide()
Scenes.player_enable.emit(true)
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expand()
func collect_memento() -> void:
shown = false
collected = true
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collapse()
# Hide mouse and collapse other interactables BEFORE showing canvas
get_tree().call_group("interactables", "collapse")
# Show the CanvasLayer so the story is visible full-screen
canvas_layer.show()
if interaction_ui is StoryPlayable:
play_story()
if interaction_ui is CardBoard:
play_board()
## Updates caption label based on the instantiated interaction_ui
func _update_caption() -> void:
if interaction_ui is StoryPlayable:
var story := interaction_ui as StoryPlayable
match story.scene_id:
Scenes.id.YOUTH_DRAVEN:
caption.text = TranslationServer.translate("Starlight")
Scenes.id.YOUTH_CHILDHOOD:
caption.text = TranslationServer.translate("crafted Mask")
Scenes.id.YOUTH_VOICE_TRAINING:
caption.text = TranslationServer.translate("Comic Stash")
Scenes.id.YOUTH_JUI_JUTSU:
caption.text = TranslationServer.translate("Sports Clothes")
Scenes.id.TRANSITION:
caption.text = TranslationServer.translate("Move on")
Scenes.id.ADULT_DND:
caption.text = TranslationServer.translate("colorful Dice")
Scenes.id.ADULT_VOLUNTARY:
caption.text = TranslationServer.translate("Gemstone Art")
Scenes.id.ADULT_CHRISTMAS:
caption.text = TranslationServer.translate("Chat Messages")
Scenes.id.ADULT_EATING:
caption.text = TranslationServer.translate("Dishes")
Scenes.id.ADULT_UNI:
caption.text = TranslationServer.translate("Science Poster")
Scenes.id.ADULT_THERAPY:
caption.text = TranslationServer.translate("Doctors Note")
Scenes.id.ADULT_BURNOUT:
caption.text = TranslationServer.translate("Paperwork")
_:
caption.text = ""
elif interaction_ui is CardBoard:
caption.text = TranslationServer.translate("Mind Board")
## Updates prompt label based on the interaction type and collected state
func _update_prompt() -> void:
if interaction_ui is StoryPlayable:
if collected:
prompt.text = TranslationServer.translate("read again")
else:
prompt.text = TranslationServer.translate("MementoLabel_collect")
elif interaction_ui is CardBoard:
prompt.text = TranslationServer.translate("find connections")