Files
GGJ26/scenes/seat/seat.gd
2026-02-01 11:12:46 +01:00

73 lines
1.7 KiB
GDScript

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