261 lines
7 KiB
GDScript
261 lines
7 KiB
GDScript
extends Area3D
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class_name InsectTile
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var map_reference: HexGrid
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var is_blacks_turn: bool = false
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var coordinates: Vector4i
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@export var is_black: bool = false
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@export var resource: TileResource
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@onready var hexagon_small = $HexagonSmall
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var hat: InsectTile = null
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var build_in_progress: bool = false
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var move_in_progress: bool = false
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var deactivated: bool = false
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var hovered: bool = false
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var selected: bool = false
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var hover_shader: ShaderMaterial = preload("res://InsectTiles/HoverShader.tres")
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#const SELECTION_FAILED_MAT: ShaderMaterial = preload("res://InsectTiles/SelectionFailedMat.tres")
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#const ACTION_SHADER = preload("res://InsectTiles/ActionShader.tres")
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var mat: StandardMaterial3D
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var tween: Tween
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var tweening: bool = false
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var selected_for_action: bool = false
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var action_callback: Callable = Callable()
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var can_be_selected: bool = false
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var move_round_penalty: int = 0
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func is_in_stack() -> bool:
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return hat != null or coordinates.w != 0
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func can_move() -> bool:
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# if any tile gets moved, set move_round_penalty to 2
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# on turn start subtract 1
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# we can't move if its 1, so we have to wait an additional round
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# this is ued for the pillbug ability
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# also if we move, we also set it to 2
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return move_round_penalty == 0
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func is_players_turn() -> bool:
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return is_blacks_turn == is_black
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# Have a functions that checks if we're the "owner"
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func is_owner() -> bool:
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# TODO: Only use multiplayer authority
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# According to https://docs.godotengine.org/en/stable/classes/class_offlinemultiplayerpeer.html
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# Even without active multiplayer, the normal calls just work as expected
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#if GameData.is_hot_seat:
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# return true
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#elif GameData.is_player_black == is_black: # we could use multiplayer authority here
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# return true
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#return false
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return is_multiplayer_authority()
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func _ready() -> void:
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if is_black:
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hexagon_small.set_surface_override_material(0, resource.material_black.duplicate())
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else:
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hexagon_small.set_surface_override_material(0, resource.material_white.duplicate())
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mat = hexagon_small.get_surface_override_material(0)
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mat.next_pass = hover_shader.duplicate()
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if is_black:
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hexagon_small.rotation.y = PI
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GameEvents.insect_selected.connect(_on_insect_selected)
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GameEvents.insect_tile_selecetion_failed.connect(_on_selection_failed)
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GameEvents.insect_placed.connect(_on_insect_placed)
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GameEvents.insect_placement_cancelled.connect(_on_insect_placement_cancelled, CONNECT_DEFERRED)
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GameEvents.insect_tile_selected.connect(_on_insect_tile_selected)
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GameEvents.insect_tile_deselected.connect(_on_insect_tile_deselected)
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GameEvents.insect_tile_moved.connect(_on_insect_tile_moved)
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GameEvents.insect_tiles_selected_for_action.connect(_on_tiles_selected_for_action)
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GameEvents.insect_action_cancelled.connect(_on_action_cancelled)
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GameEvents.turn_started.connect(_on_turn_started)
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func _on_action_cancelled() -> void:
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selected_for_action = false
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move_in_progress = false
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selected = false
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if hovered:
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hover()
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else:
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if tween != null:
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tween.kill()
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tween.tween_method(tween_shader, mat.next_pass.get_shader_parameter("albedo"), Color(1, 1, 1, 0), 0.5).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_EXPO)
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func _on_selection_failed(tile: InsectTile) -> void:
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if tile != self:
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return
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# Show selection failed mat
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func _on_turn_started(turn_num: int, map: HexGrid, _is_blacks_turn: bool) -> void:
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is_blacks_turn = _is_blacks_turn
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move_round_penalty -= 1
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if move_round_penalty < 0:
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move_round_penalty = 0
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can_be_selected = GameData.bees_placed.has(is_black)
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#print(GameData.has_bee_been_placed)
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if turn_num >= 7 and not GameData.bees_placed.has(is_black):
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can_be_selected = true
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func _on_tiles_selected_for_action(source_pos: Vector4i, targets: Array[InsectTile]) -> void:
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if self in targets:
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selected_for_action = true
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if tween != null:
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tween.kill()
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tween = get_tree().create_tween()
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#tween.tween_property(self, "position", Vector3(0, 0, 5), 0.5).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SPRING)
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tween.tween_method(tween_shader, Color(0, 0.6, 0, 0), Color(0, 0.6, 0, 0.8), 0.5).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_EXPO)
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return
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deactivated = true
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func _on_insect_tile_moved(tile: InsectTile, to: Vector4i) -> void:
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move_in_progress = false
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selected = false
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deactivated = false
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if tile == self:
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move_round_penalty == 2
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func _on_insect_tile_deselected(tile: InsectTile) -> void:
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move_in_progress = false
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selected = false
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deactivated = false
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if hovered:
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hover()
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else:
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if tween != null:
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tween.kill()
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#tween.tween_method(tween_shader, mat.next_pass.get_shader_parameter("albedo"), Color(1, 1, 1, 0), 0.5).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_EXPO)
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func _on_insect_tile_selected(tile: InsectTile) -> void:
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deactivated = true
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if tile == self:
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selected = true
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return
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func _on_insect_placed(resource: TileResource, is_black: bool, pos: Vector4i) -> void:
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build_in_progress = false
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deactivated = false
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func _on_insect_placement_cancelled() -> void:
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build_in_progress = false
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deactivated = false
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func _on_insect_selected(button: InsectButton, is_black: bool) -> void:
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build_in_progress = true
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deactivated = true
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#func _process(delta):
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func _input_event(camera, event, position, normal, shape_idx):
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if Input.is_action_just_pressed("place_tile"):
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if deactivated:
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return
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if not can_be_selected:
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return
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if not hovered:
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return
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if not is_owner():
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return
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if not is_players_turn():
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return
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# Move up the insect stack.... or just do not react while we have something on top of us?
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if GameData.allow_selecting_in_stack:
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var top: InsectTile = self
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while top.hat != null:
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top = top.hat
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if top.is_black == GameData.is_player_black or GameData.debug:
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GameEvents.insect_tile_selected.emit(top)
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else:
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if hat != null:
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return
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else:
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GameEvents.insect_tile_selected.emit(self)
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func hover() -> void:
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if is_blacks_turn != is_black:
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return
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# mat.next_pass = hover_shader.duplicate()
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if tween != null:
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tween.kill()
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tween = get_tree().create_tween()
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#tween.tween_property(self, "position", Vector3(0, 0, 5), 0.5).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SPRING)
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tween.tween_method(tween_shader, Color(0, 0, 0, 0), Color(0, 0, 0, 1), 0.1).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_EXPO)
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func tween_shader(color: Color) -> void:
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mat.next_pass.set_shader_parameter("albedo", color)
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mat.next_pass.set_shader_parameter("emission_color", color)
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func unhover() -> void:
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if is_blacks_turn != is_black:
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return
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if tween != null:
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tween.kill()
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tween = get_tree().create_tween()
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#tween.tween_property(hex, "position", Vector2(0, -16), 0.1).set_ease(Tween.EASE_OUT).set_trans(Tween.TRANS_SPRING)
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tween.tween_method(tween_shader, Color(0, 0, 0, 1), Color(0, 0, 0, 0), 0.25).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_EXPO)
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func _on_mouse_entered():
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if hat != null:
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return
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hovered = true
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if not deactivated and not selected_for_action:
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hover()
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func _on_mouse_exited():
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if hat != null:
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return
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hovered = false
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if not selected and not selected_for_action:
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unhover()
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