90 lines
2.7 KiB
GDScript
90 lines
2.7 KiB
GDScript
class_name InteractiveSprite extends Area3D
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@export var interaction_ui: PackedScene = null
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@export var is_board: bool = false
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@onready var pass_to_actor: = $UiWrapper/UiSprite/SubViewport/CollectableUi
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@onready var wrapper := $UiWrapper
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@onready var ui: CollectableUi = $UiWrapper/UiSprite/SubViewport.get_child(0)
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@onready var viewport:= $UiWrapper/UiSprite/SubViewport
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@onready var distance_tween: Tween
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var revealed: bool = false:
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set(reveal):
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revealed = reveal
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if reveal:
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wrapper.show()
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if distance_tween != null:
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if distance_tween.is_running(): distance_tween.stop()
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distance_tween = get_tree().create_tween()
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distance_tween.tween_property($UiWrapper/Frame, ^":visibility_range_end", 3.0, 1.0)
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else:
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ui.vanish()
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if distance_tween != null:
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if distance_tween.is_running(): distance_tween.stop()
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distance_tween = get_tree().create_tween()
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distance_tween.tween_property($UiWrapper/Frame, ^":visibility_range_end", 0.6, 1.0)
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await get_tree().create_timer(1).timeout
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if not ui.visible:
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wrapper.hide()
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var has_mouse: bool = false
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# Automatically triggered story playback - e.g. for Intro in Youth Room
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func play_story() -> void:
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await ui.collect_memento()
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if interaction_ui:
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%CanvasLayer.add_child(interaction_ui.instantiate())
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ui.canvas_layer = %CanvasLayer
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# Find and wire the StoryPlayable if not already set
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for child in %CanvasLayer.get_children():
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if child is StoryPlayable:
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ui.story_playable = child
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break
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if child is CardBoard:
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ui.is_board = true
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# Connect playback_finished to restore player control
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ui.playback_finished.connect(_on_playback_finished)
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func _on_mouse_entered():
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if not Scenes.is_playing:
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input_ray_pickable = false
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has_mouse = true
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func _on_mouse_exited():
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input_ray_pickable = true
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has_mouse = false
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func try_reveal(for_player: PlayerController) -> bool:
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print_debug("reveal ui!")
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revealed = ui.try_reveal()
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if revealed:
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call_deferred("wait_for_ui_exit", for_player)
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return revealed
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func wait_for_ui_exit(for_player: PlayerController):
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await for_player.ui_exited
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collapse()
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func collapse():
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_on_mouse_exited()
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revealed = false
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func _on_playback_finished():
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# Restore player controller control using the room's unique node reference
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var player_controller := owner.get_node_or_null("%PlayerController") as PlayerController
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if player_controller and "has_stage" in player_controller:
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player_controller.has_stage = true
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else:
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# Fallback: ensure mouse is visible if we can't find player controller
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Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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func handle(event: InputEvent):
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viewport.push_input(event)
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