game loop improvement
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67
scenes/seat/seat.gd
Normal file
67
scenes/seat/seat.gd
Normal file
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@tool
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extends Area2D
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class_name Seat
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signal seat_clicked(Seat)
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@export var guest: MaskedChara:
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set(new_resource):
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guest = new_resource
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_on_chara_resource_changed()
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@onready var character: Character = $Character
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@onready var empty: Sprite2D = $Empty
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func _process(delta: float) -> void:
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character.scale.x = 0.15
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character.scale.y = 0.15
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character.position.y = -135
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# Called when the node enters the scene tree for the first time.
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func _ready() -> void:
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guest = null
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character.visible = false
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empty.visible = true
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func _on_chara_resource_changed() -> void:
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if guest == null:
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return
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if character != null:
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empty.visible = false
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character.visible = true
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character.chara_resource = guest.character
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character.mask_eyes.mask_resource = guest.face_mask
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character.mask_mouth.mask_resource = guest.mouth_mask
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func set_guest(p_guest: MaskedChara) -> void:
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if p_guest == null:
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return
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guest = p_guest
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empty.visible = false
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character.visible = true
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character.chara_resource = guest.character
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character.mask_eyes.mask_resource = guest.face_mask
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character.mask_mouth.mask_resource = guest.mouth_mask
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func _on_mouse_entered() -> void:
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if guest != null:
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return
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Input.set_default_cursor_shape(Input.CursorShape.CURSOR_POINTING_HAND)
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func _on_mouse_exited() -> void:
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if guest != null:
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return
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Input.set_default_cursor_shape(Input.CursorShape.CURSOR_ARROW)
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func _on_input_event(viewport: Node, event: InputEvent, shape_idx: int) -> void:
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if event is InputEventMouseButton and event.is_pressed() and guest == null:
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Input.set_default_cursor_shape(Input.CursorShape.CURSOR_ARROW)
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seat_clicked.emit(self)
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