diff --git a/src/logic-scenes/player_controller/player_controller.gd b/src/logic-scenes/player_controller/player_controller.gd index 71fc50f..2cbfd93 100644 --- a/src/logic-scenes/player_controller/player_controller.gd +++ b/src/logic-scenes/player_controller/player_controller.gd @@ -176,21 +176,10 @@ func _input(event:InputEvent): elif Input.is_action_just_pressed("zoom_out_mouse"): zoomed = false - - #FIXME remove this if it has been determined that this kind of reveal all is no longer planned. - #else: - #State.free_focus() - #get_tree().call_group("interactables", "reveal") if event.is_action_pressed("collect_memento_ui") or event.is_action_pressed("option_memento_ui"): - focus_ray.get_collider().handle(event) - get_viewport().set_input_as_handled() - #FIXME this code jeets focxus back to the player, but I think it may be an anti-pattern. - #else: - # if event is InputEventMouseButton: - # if event.button_index == MOUSE_BUTTON_RIGHT and event.pressed: - # if !Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT): - # State.take_stage(self, true) - # get_tree().call_group("interactables", "collapse") + if focus_ray.is_colliding(): + focus_ray.get_collider().handle(event) + get_viewport().set_input_as_handled() func play_scene(id: int, _repeat): if id == Scenes.id.YOUTH_DRAEVEN: