extends Spatial const time_max = 3000 # msec onready var meshes = { "dagger": { "mesh": $"Hidden Objects Items/dagger", "value": 0.0, "label": "Dagger", "lock": false, "tick_reference": null }, "fiole1": { "mesh": $"Hidden Objects Items/Fioles x3/sm_fiole1", "value": 0.0, "label": "Fiole", "lock": false, "tick_reference": null }, "fiole2": { "mesh": $"Hidden Objects Items/Fioles x3/sm_fiole2", "value": 0.0, "label": "Fiole", "lock": false, "tick_reference": null }, "fiole3": { "mesh": $"Hidden Objects Items/Fioles x3/sm_fiole_socle/sm_fiole3", "value": 0.0, "label": "Fiole", "lock": false, "tick_reference": null }, "spyglass": { "mesh": $"Hidden Objects Items/sm_spyglass", "value": 0.0, "label": "Spyglass", "lock": false, "tick_reference": null }, "coin1": { "mesh": $"Hidden Objects Items/golds/sm_stackgold_1", "value": 0.0, "label": "Coins", "lock": false, "tick_reference": null }, "coin2": { "mesh": $"Hidden Objects Items/golds/sm_stackgold_2", "value": 0.0, "label": "Coins", "lock": false, "tick_reference": null }, "coin3": { "mesh": $"Hidden Objects Items/golds/sm_stackgold_3", "value": 0.0, "label": "Coins", "lock": false, "tick_reference": null }, "weapon": { "mesh": $"Hidden Objects Items/sm_weapon_gun", "value": 0.0, "label": "Weapon Gun", "lock": false, "tick_reference": null }, "beer": { "mesh": $"Hidden Objects Items/sm_pinte_beer", "value": 0.0, "label": "Beer Pinte", "lock": false, "tick_reference": null }, "apple1": { "mesh": $"Hidden Objects Items/apples/sm_apple_1", "value": 0.0, "label": "Apple", "lock": false, "tick_reference": null }, "apple2": { "mesh": $"Hidden Objects Items/apples/sm_apple_2", "value": 0.0, "label": "Apple", "lock": false, "tick_reference": null }, "apple3": { "mesh": $"Hidden Objects Items/apples/sm_apple_3", "value": 0.0, "label": "Apple", "lock": false, "tick_reference": null }, "apple4": { "mesh": $"Hidden Objects Items/apples/sm_apple_4", "value": 0.0, "label": "Apple", "lock": false, "tick_reference": null } } func _ready(): $Dialog/ConfirmEscape.set_title("Quit ?") $Dialog/ConfirmEscape.set_text("Voulez vous vraiment quitté ?") func _process(_delta): # Event key "escape" and "godot event" ui_end if Input.is_action_just_pressed("ui_end"): _confirm_before_quit() # Event dissolve in object searched by gamer for mesh in meshes: if meshes[mesh]["lock"] == true and meshes[mesh]["mesh"] != null: if meshes[mesh]["tick_reference"] == null: meshes[mesh]["tick_reference"] = OS.get_ticks_msec() if OS.get_ticks_msec() < meshes[mesh]["tick_reference"] + time_max: meshes[mesh]["value"] += 0.01 meshes[mesh]["mesh"].get_surface_material(0).set("shader_param/dissolve_amount", meshes[mesh]["value"]) else: meshes[mesh]["mesh"].call_deferred("free") meshes[mesh]["mesh"] = null func _notification(what): # Notification for android back action if what == MainLoop.NOTIFICATION_WM_GO_BACK_REQUEST: _confirm_before_quit() func _confirm_before_quit(): $Dialog/ConfirmEscape.popup() # Back to main scene func _quit_to_menu(): Global.goto_scene("res://scenes/main.tscn") func _initialize_mesh_ref(meshInstance, event): if meshes[meshInstance]["lock"] == false and (event is InputEventMouseButton or event is InputEventScreenTouch): meshes[meshInstance]["lock"] = true # Event when user click/touch dagger func _on_dagger_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("dagger", event) func _on_fiole1_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("fiole1", event) func _on_fiole2_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("fiole2", event) func _on_fiole3_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("fiole3", event) func _on_spyglass_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("spyglass", event) func _on_pinte_beer_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("beer", event) func _on_weapon_gun_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("weapon", event) func _on_apple_1_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("apple1", event) func _on_apple_2_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("apple2", event) func _on_apple_3_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("apple3", event) func _on_apple_4_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("apple4", event) func _on_gold_1_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("coin1", event) func _on_gold_2_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("coin2", event) func _on_gold_3_input_event(camera, event, click_position, click_normal, shape_idx): _initialize_mesh_ref("coin3", event) func _on_ConfirmEscape_confirmed(): _quit_to_menu()