altering enemies into peg to open up for the future with hostile and friendly pegs. made some changes to the pathfinding. starting to add a mouse handler that will more easily handle single and double clicks, and holds. Enemy controller becomes peg controller and will handle all peg interactions
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@@ -0,0 +1,48 @@
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using Godot;
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using System;
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public partial class HoverableNode : Node2D
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{
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[Signal]
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public delegate void HoverEventHandler(HoverableNode THIS, bool IS_HOVERED);
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[Signal]
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public delegate void ClickEventHandler(HoverableNode THIS, int CLICK_TYPE);
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public bool _hovered;
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public Area2D _bounds;
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public override void _Ready()
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{
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base._Ready();
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_bounds = GetNode<Area2D>("HoverBounds");
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_bounds.MouseEntered += OnMouseEntered;
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_bounds.MouseExited += OnMouseExited;
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}
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public override void _Input(InputEvent @event)
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{
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if (_hovered)
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{
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if (Input.IsActionJustReleased("lmb"))
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{
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EmitSignal(SignalName.Click, this, 0);
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}
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if (Input.IsActionJustReleased("rmb"))
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{
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EmitSignal(SignalName.Click, this, 1);
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}
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}
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}
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public virtual void OnMouseEntered()
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{
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_hovered = true;
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EmitSignal(SignalName.Hover, this,_hovered);
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}
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public virtual void OnMouseExited()
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{
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_hovered = false;
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EmitSignal(SignalName.Hover, this, _hovered);
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}
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}
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