Refactor: Added explicit typing and void return types

- Introduced explicit typing to variables and functions across multiple scripts for better code clarity.
- Specified 'void' as the return type for functions that do not return a value.
- Removed redundant code in some scripts.
This commit is contained in:
Dan 2024-05-15 10:42:16 +01:00
parent a62cd6018e
commit 2a9e78b52e
37 changed files with 216 additions and 248 deletions

View file

@ -1,7 +1,7 @@
class_name DirectorDrone extends Drone
@onready var edit_cursor = preload("res://resources/cursors/message_dots_round.png")
@onready var label = get_node("Label")
@onready var edit_cursor : Resource = preload("res://resources/cursors/message_dots_round.png")
@onready var label : Label = get_node("Label")
@export var visit_order : int = 0 :
get:
@ -10,22 +10,16 @@ class_name DirectorDrone extends Drone
visit_order = value
update_label_value()
func _ready():
pass
func _process(_delta):
pass
func update_label_value():
func update_label_value() -> void:
$Label.text = str(visit_order)
func _on_click_detection_mouse_entered():
func _on_click_detection_mouse_entered() -> void:
if GameState.placing_drone == false:
Log.pr("Mouse entered the director drone!")
label.visible = true
Input.set_custom_mouse_cursor(edit_cursor, Input.CURSOR_ARROW, Vector2(32, 32))
func _on_click_detection_mouse_exited():
func _on_click_detection_mouse_exited() -> void:
if GameState.placing_drone == false:
Log.pr("Mouse exited the director drone!")
label.visible = false
@ -33,7 +27,7 @@ func _on_click_detection_mouse_exited():
GameState.reset_cursor()
func _on_click_detection_input_event(_viewport:Node, event:InputEvent, _shape_idx:int):
func _on_click_detection_input_event(_viewport:Node, event:InputEvent, _shape_idx:int) -> void:
if GameState.placing_drone == false:
if (event is InputEventMouseButton && event.button_index == MOUSE_BUTTON_RIGHT && event.pressed):
#Input.set_custom_mouse_cursor(null)