Cursor work
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56
battle/ui/action/BattleCursorIcon.gd
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56
battle/ui/action/BattleCursorIcon.gd
Normal file
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class_name BattleCursorIcon extends ColorRect
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# How often to blink in milliseconds.
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const BLINK_RATE := 100
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enum Mode {
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INACTIVE,
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ACTIVE,
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BLINKING
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}
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@export var battlePosition:BattleSingleton.BattlePosition = BattleSingleton.BattlePosition.LEFT_TOP_BACK:
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get():
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return battlePosition
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set(value):
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battlePosition = value
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_updatePosition()
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@export var mode:Mode = Mode.INACTIVE
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func _ready() -> void:
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_updatePosition()
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func _process(delta: float) -> void:
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if mode == Mode.INACTIVE:
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self.visible = false
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return
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elif mode == Mode.ACTIVE:
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self.visible = true
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elif mode == Mode.BLINKING:
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self.visible = Time.get_ticks_msec() % (BLINK_RATE * 2) < BLINK_RATE
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func _updatePosition() -> void:
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# Walk up the tree until BattleScene is found.
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var battleScene:BattleScene = null
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var currentNode:Node = self
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while currentNode != null:
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if currentNode is BattleScene:
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battleScene = currentNode
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break
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currentNode = currentNode.get_parent()
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if battleScene == null:
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push_error("BattleCursorIcon could not find BattleScene in parent nodes.")
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return
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var targetFighter:BattleFighterScene = battleScene.getFighterSceneAtPosition(battlePosition)
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if targetFighter == null:
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push_error("No BattleFighter found at battlePosition %s" % str(battlePosition))
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return
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# Convert the target fighter's global position to screen space position.
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var viewport:Viewport = get_viewport()
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var screenPos:Vector2 = viewport.get_camera_3d().unproject_position(targetFighter.global_transform.origin)
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self.position = screenPos
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