2026-01-15 12:04:52 +00:00
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class_name Interactable extends Node3D
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2026-01-15 12:39:56 +00:00
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@export var interaction: PackedScene = null
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var interaction_ui : Control = null
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2026-01-15 12:04:52 +00:00
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@onready var view: Node3D = $View
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@onready var frame: Sprite3D = $Frame
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2026-01-15 12:39:56 +00:00
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@onready var canvas_layer: CanvasLayer = $CanvasLayer
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2026-01-15 12:04:52 +00:00
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2026-01-15 12:39:56 +00:00
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var active : bool = true
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2026-01-15 12:04:52 +00:00
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var shown : bool = false
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var hover : bool = false
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var collected : bool = false
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var tween: Tween = null
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func _ready() -> void:
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view.scale = Vector3.ZERO
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frame.modulate.a = 0
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2026-01-15 12:39:56 +00:00
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if interaction:
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interaction_ui = interaction.instantiate() as Control
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canvas_layer.add_child(interaction_ui)
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Scenes.player_enable.connect(_player_active) # TODO: do I have to clean this up?
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func _player_active(value: bool) -> void:
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active = value
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2026-01-15 12:04:52 +00:00
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func _process(_delta: float) -> void:
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_process_hover()
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_process_billboard()
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func _process_billboard() -> void:
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if shown:
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var player_view := State.player_view
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look_at(player_view.global_position, Vector3.UP, true)
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func _process_hover() -> void:
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2026-01-15 12:39:56 +00:00
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if active and hover and not shown:
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2026-01-15 12:04:52 +00:00
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shown = true
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view.scale = Vector3.ZERO
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frame.modulate = Color.TRANSPARENT
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view.rotation.z = -PI*0.5 # Godot angle wrapping is ... something
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if tween: tween.kill()
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tween = create_tween().set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_BACK)
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tween.parallel().tween_property(view, "scale", Vector3.ONE, 1.0).set_delay(0.5)
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tween.parallel().tween_property(view, "rotation:z", 0, 0.8).set_delay(0.5)
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tween.parallel().tween_property(frame, "modulate:a", 1.0, 2.0)
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2026-01-15 12:39:56 +00:00
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elif not hover and shown or shown and not active:
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2026-01-15 12:04:52 +00:00
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shown = false
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if tween: tween.kill()
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tween = create_tween().set_ease(Tween.EASE_IN).set_trans(Tween.TRANS_BACK)
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tween.parallel().tween_property(view, "scale", Vector3.ZERO, 0.3)
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tween.parallel().tween_property(frame, "modulate:a", 0, 0.6)
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func _input(event: InputEvent) -> void:
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if not active or not hover or not shown: return
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print(event, event.is_action_pressed("ui_accept"))
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var clicked : bool = (event.is_action_pressed("ui_accept")) or (event is InputEventMouseButton and event.pressed)
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if hover and shown and clicked:
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collect_memento()
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func collect_memento() -> void:
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shown = false
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collected = true
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# Hide mouse and collapse other interactables BEFORE showing canvas
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get_tree().call_group("interactables", "collapse")
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# Show the CanvasLayer so the story is visible full-screen
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canvas_layer.show()
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if interaction_ui is StoryPlayable:
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Input.mouse_mode = Input.MOUSE_MODE_HIDDEN
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canvas_layer.show()
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Scenes.begin_sequence(interaction_ui.scene_id)
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# Play the story
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await interaction_ui.play()
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# Pick the cards
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var picker := State.room.get_node("%Picker") as CardPicker
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await picker.pick_cards(interaction_ui.scene_id, false)
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# Hide the CanvasLayer when done
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canvas_layer.hide()
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Scenes.end_sequence(interaction_ui.scene_id) # todo: maybe later?
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Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
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Scenes.player_enable.emit(true) # TODO: this may not be our job?
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