extends StaticBody3D const Entity = preload ("res://content/entities/entity.gd") const TOUCH_LONG = 400.0 @export var entity: Entity @onready var collision = $CollisionShape3D @onready var label = $Label3D var active = R.state(false) var disabled = R.state(true) var touched_enter = 0.0 var moved_ran = false var touch_ran = false var miniature = House.body.mini_view func _ready(): R.effect(func(_arg): label.text=entity.icon.value label.modulate=entity.icon_color.value ) # Update active R.effect(func(_arg): label.outline_modulate=Color(242 / 255.0, 90 / 255.0, 56 / 255.0, 1) if active.value else Color(0, 0, 0, 1) ) # Update disabled R.effect(func(_arg): visible=!disabled.value collision.disabled=disabled.value ) func _on_click(_event: EventPointer): if entity.has_method("quick_action")&&miniature.entity_select.selection_active() == false: entity.quick_action() else: miniature.entity_select.toggle(entity) func _on_press_move(_event: EventPointer): if moved_ran: return miniature.entity_select.toggle(entity) moved_ran = true func _on_press_up(_event: EventPointer): moved_ran = false func _on_touch_enter(_event: EventTouch): touched_enter = Time.get_ticks_msec() touch_ran = false func _on_touch_move(_event: EventTouch): if touch_ran||Time.get_ticks_msec() - touched_enter < TOUCH_LONG: return miniature.entity_select.toggle(entity) touch_ran = true func _on_touch_leave(_event: EventTouch): if touch_ran: return if entity.has_method("quick_action")&&miniature.entity_select.selection_active() == false: entity.quick_action() else: miniature.entity_select.toggle(entity)