wayfarers_wanderer/interaction_ui.gd
Jonas Reith fa38e603a1 Initial commit: WayfarersWanderer project state
Godot 4.6 exploration game with player movement, step-rotation camera
rig, and POI interaction system (explore/rest/close menu). main.tscn
is a test scene with placeholder props; debug/ holds unwired terrain
prototypes (voxel river, procedural island mesh, cross-shaped hub
2026-08-26 19:05:30 +02:00

69 lines
1.9 KiB
GDScript
Executable File

extends CanvasLayer
@onready var panel = $Panel
@onready var title_label = $Panel/TitleLabel
@onready var message_label = $Panel/MessageLabel
@onready var option_container = $Panel/OptionContainer
@onready var hint_label = $Panel/HintLabel
var current_options: Array = []
var selected_index: int = 0
var mode: String = "menu" # "menu" oder "text"
func _ready() -> void:
panel.visible = false
func show_menu(title: String, options: Array) -> void:
mode = "menu"
panel.visible = true
title_label.text = title
message_label.text = ""
hint_label.text = "[ESC/B] Beenden"
current_options = options
selected_index = 0
_rebuild_options()
func show_text(text: String) -> void:
mode = "text"
message_label.text = text
hint_label.text = "[F/A] Weiter [ESC/B] Beenden"
_clear_options()
func hide_menu() -> void:
panel.visible = false
current_options = []
func _rebuild_options() -> void:
_clear_options()
for i in current_options.size():
var btn = Button.new()
btn.text = current_options[i]["label"]
btn.focus_mode = Control.FOCUS_ALL
option_container.add_child(btn)
var action = current_options[i]["action"]
btn.pressed.connect(_on_option_pressed.bind(action))
# Ersten Button fokussieren
if option_container.get_child_count() > 0:
option_container.get_child(0).grab_focus()
func _clear_options() -> void:
for child in option_container.get_children():
child.queue_free()
func _on_option_pressed(action: String) -> void:
# Unterscheiden ob wir im Erkunden-Submenu sind
if action in ["track_follow", "track_leave"]:
InteractionManager.handle_explore(action)
else:
InteractionManager.handle_selection(action)
func _input(event: InputEvent) -> void:
if not panel.visible:
return
if Input.is_action_just_pressed("cancel"):
InteractionManager.close()
# Im Text-Mode mit F/A weiterklicken
if mode == "text" and Input.is_action_just_pressed("interact"):
# Zurück zum Hauptmenü
InteractionManager.open_poi(InteractionManager.current_poi)