2019-05-04 21:42:07 +00:00
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extends Spatial
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2019-05-05 22:39:55 +00:00
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class_name Card
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2019-05-04 22:01:00 +00:00
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signal card_selected()
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signal card_unselected()
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2019-05-05 19:19:39 +00:00
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signal card_picked()
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signal card_dropped()
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2019-05-04 21:42:07 +00:00
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2019-05-05 23:09:19 +00:00
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var clicked := false
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var exhausted := false
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2019-05-04 23:18:55 +00:00
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var lifted := false
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2019-05-05 22:39:55 +00:00
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export var cardID := ""
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export var playerID := 0
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2019-05-05 19:19:39 +00:00
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export var inHand := false
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2019-05-04 23:18:55 +00:00
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onready var animation := $Border/AnimationPlayer
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2019-05-04 21:42:07 +00:00
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func _mouse_hover():
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2019-05-05 19:19:39 +00:00
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if inHand:
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animation.play("focus")
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2019-05-04 22:01:00 +00:00
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emit_signal("card_selected")
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2019-05-04 21:42:07 +00:00
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2019-05-04 22:01:00 +00:00
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func _mouse_blur():
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2019-05-05 19:19:39 +00:00
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if inHand:
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animation.play("blur")
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2019-05-04 23:18:55 +00:00
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emit_signal("card_unselected")
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func _input_event(camera, event, click_position, click_normal, shape_idx):
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2019-05-05 23:09:19 +00:00
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if clicked and event is InputEventMouseMotion:
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if not lifted:
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animation.play("lift")
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if inHand:
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animation.advance(1.0)
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emit_signal("card_picked")
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lifted = true
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2019-05-04 23:18:55 +00:00
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var origin: Vector3 = camera.project_ray_origin(event.position)
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var direction: Vector3 = camera.project_ray_normal(event.position)
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2019-05-05 19:19:39 +00:00
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if inHand:
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transform.origin = Vector3.ZERO + Vector3.RIGHT * direction * 3.0
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else:
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var denom := Vector3.UP.dot(direction)
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var t: float = (-camera.transform.origin).dot(Vector3.UP) / denom;
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2019-05-05 22:39:55 +00:00
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transform.origin = origin + direction * t
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if event is InputEventMouseButton and event.button_index == BUTTON_LEFT:
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2019-05-05 23:09:19 +00:00
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# Update click status
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clicked = event.pressed
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# Check for card dropped
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if not clicked and lifted:
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2019-05-05 22:39:55 +00:00
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if inHand:
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animation.play("drop")
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else:
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animation.play_backwards("lift")
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emit_signal("card_dropped")
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2019-05-05 23:09:19 +00:00
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lifted = false
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# Check double click
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if event.doubleclick and not lifted and not animation.is_playing():
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if exhausted:
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animation.play_backwards("tap")
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exhausted = false
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else:
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animation.play("tap")
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exhausted = true
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