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Tony Bark 2025-07-17 01:49:18 -04:00
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@tool
extends PopochiuProp
# You can use E.queue([]) to trigger a sequence of events.
# Use await E.queue([]) if you want to pause the execution of
# the function until the sequence of events finishes.
#region Virtual ####################################################################################
# When the node is clicked
func _on_click() -> void:
# Replace the call to E.command_fallback() to implement your code.
PopochiuUtils.e.command_fallback()
# For example, you can make the player character walk to this prop, gaze at it, and then say
# something:
# await C.player.walk_to_clicked()
# await C.player.face_clicked()
# await C.player.say("Not picking that up!")
func _on_double_click() -> void:
# Replace the call to E.command_fallback() with your code.
PopochiuUtils.e.command_fallback()
# For example, you could make the player instantly do something instead of walking there first
# When the node is right clicked
func _on_right_click() -> void:
# Replace the call to E.command_fallback() to implement your code.
PopochiuUtils.e.command_fallback()
# For example, you can make the player character gaze at this prop and then say something:
# await C.player.face_clicked()
# await C.player.say("A deck of cards")
# When the node is middle clicked
func _on_middle_click() -> void:
# Replace the call to E.command_fallback() to implement your code.
PopochiuUtils.e.command_fallback()
# When the node is clicked and there is an inventory item selected
func _on_item_used(_item: PopochiuInventoryItem) -> void:
# Replace the call to E.command_fallback() to implement your code.
PopochiuUtils.e.command_fallback()
# For example, you can make the player character say something when the Key item is used in this
# prop. Note that you have to change the name of the `_item` parameter to `item`.
# if item == I.Key:
# await C.player.say("I can't do that")
# When an inventory item linked to this Prop (link_to_item) is removed from
# the inventory (i.e. when it is used in something that makes use of the object).
func _on_linked_item_removed() -> void:
pass
# When an inventory item linked to this Prop (link_to_item) is discarded from
# the inventory (i.e. when the player throws the object out of the inventory).
func _on_linked_item_discarded() -> void:
pass
#endregion
#region Public #####################################################################################
# You can add here functions triggered by the GUI commands. For example, if your GUI has a command
# for look_at, you could have the function:
#func on_look_at() -> void:
#pass
#endregion