116 lines
No EOL
3 KiB
GDScript
116 lines
No EOL
3 KiB
GDScript
extends Area
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class_name Card
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signal card_selected()
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signal card_unselected()
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signal card_picked()
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signal card_dropped()
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signal card_dropped_anim()
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signal card_menu()
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var clicked := false
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var exhausted := false
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var lifted := false
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var flipped := false
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var cardID := ""
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var playerID := 0
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var inHand := false
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var inZone := false
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var zoneName = ""
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onready var animation := $CardModel/Border/AnimationPlayer
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func _mouse_hover():
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emit_signal("card_selected")
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func _mouse_blur():
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emit_signal("card_unselected")
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func _input_event(camera, event, click_position, click_normal, shape_idx):
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# Mouse motion
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if clicked and event is InputEventMouseMotion:
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if not lifted:
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emit_signal("card_picked")
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# Disable input for now
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input_ray_pickable = false
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lifted = true
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var origin: Vector3 = camera.project_ray_origin(event.position)
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var direction: Vector3 = camera.project_ray_normal(event.position)
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if inHand:
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translation = Vector3(direction.x * 3.0, 0.25, -0.25)
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# Fix rotation if coming from hand
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rotation = Vector3.ZERO
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elif inZone:
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translation = Vector3.ZERO
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rotation = Vector3.ZERO
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if flipped:
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$CardModel/Border.translation = Vector3(0, 0.01, 0)
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$CardModel/Border.rotation = Vector3(0, 0, PI)
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else:
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$CardModel/Border.translation = Vector3.ZERO
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$CardModel/Border.rotation = Vector3.ZERO
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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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translation = origin + direction * t
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# Right click
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if event is InputEventMouseButton and event.pressed and event.button_index == BUTTON_RIGHT:
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# Show menu
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emit_signal("card_menu")
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# Left click
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if event is InputEventMouseButton and event.button_index == BUTTON_LEFT:
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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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emit_signal("card_dropped")
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input_ray_pickable = true
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lifted = false
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# Check double click
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if event.doubleclick and not inHand 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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func reset_transform():
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$CardModel.translation = Vector3.ZERO
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$CardModel.rotation = Vector3.ZERO
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func _menu_action(id: int):
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match id:
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0: # Flip
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if flipped:
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animation.play_backwards("flip")
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flipped = false
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else:
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animation.play("flip")
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flipped = true
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func _check_drop_anim(anim_name):
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if anim_name == "drop":
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emit_signal("card_dropped_anim")
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func tween_move_to(targetPos: Vector3, duration: float = 0.1):
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$Tween.interpolate_property(self, "translation",
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translation, targetPos, duration,
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Tween.TRANS_CUBIC, Tween.EASE_IN_OUT)
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func tween_rotate(targetRot: Vector3, duration: float = 0.1):
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$Tween.interpolate_property(self, "rotation",
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rotation, targetRot, duration,
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Tween.TRANS_CUBIC, Tween.EASE_IN_OUT)
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func tween():
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$Tween.start()
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func disableInput():
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$CollisionShape.disabled = true
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func enableInput():
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$CollisionShape.disabled = false |