@tool class_name Hotspot extends DialogueActionable2D var inside = false func _enter_tree() -> void: #Input.set_custom_mouse_cursor(preload("res://helpers/pointers/arrow.svg")) #Input.set_custom_mouse_cursor(preload("res://helpers/pointers/target.svg"), Input.CURSOR_POINTING_HAND) # #mouse_entered.connect(_on_mouse_entered) #mouse_exited.connect(_on_mouse_exited) # input_event.connect(_on_input_event) body_entered.connect(_on_body_entered) body_exited.connect(_on_body_exited) #region Signals func _on_body_entered(body: Node2D) -> void: $Label.visible = true inside = true func _on_body_exited(body: Node2D) -> void: $Label.visible = false inside = true #func _on_mouse_entered() -> void: #Input.set_custom_mouse_cursor(preload("res://helpers/pointers/target.svg")) # # #func _on_mouse_exited() -> void: #Input.set_custom_mouse_cursor(preload("res://helpers/pointers/arrow.svg")) # # func _input(event): if inside and Input.is_action_just_pressed("interact"): $Label.visible = false action() func _on_input_event(_view_port: Node, event: InputEvent, _shape_idx: int) -> void: if Input.is_action_just_pressed("interact"): $Label.visible = false action() #endregion