Update drone placement logic, level loading functionality, and UI behavior. Set visibility of labels, manage mouse cursor changes, and handle game state for placing drones.

This commit is contained in:
Dan 2024-05-10 18:49:51 +01:00
parent b6cdb68b4e
commit f9865cf1fa
8 changed files with 31 additions and 13 deletions

View file

@ -20,19 +20,22 @@ func update_label_value():
$Label.text = str(visit_order)
func _on_click_detection_mouse_entered():
Log.pr("Mouse entered the director drone!")
label.visible = true
Input.set_custom_mouse_cursor(edit_cursor, Input.CURSOR_ARROW, Vector2(32, 32))
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():
Log.pr("Mouse exited the director drone!")
label.visible = false
Input.set_custom_mouse_cursor(null)
if GameState.placing_drone == false:
Log.pr("Mouse exited the director drone!")
label.visible = false
Input.set_custom_mouse_cursor(null)
func _on_click_detection_input_event(_viewport:Node, event:InputEvent, _shape_idx:int):
if (event is InputEventMouseButton && event.button_index == MOUSE_BUTTON_RIGHT && event.pressed):
Input.set_custom_mouse_cursor(null)
queue_free()
get_parent().get_parent().update_director_drone_list()
if GameState.placing_drone == false:
if (event is InputEventMouseButton && event.button_index == MOUSE_BUTTON_RIGHT && event.pressed):
Input.set_custom_mouse_cursor(null)
queue_free()
get_parent().get_parent().update_director_drone_list()