Area2D.input_event is unreliable on Android with gl_compatibility renderer. Switched to manual _input() hit detection using canvas_transform coordinate conversion, consistent with the DragDropComponent approach already used in this project. Co-Authored-By: Claude Sonnet 4.6 <noreply@anthropic.com>
35 lines
1.1 KiB
GDScript
35 lines
1.1 KiB
GDScript
## ElevatorButton — tappable button that navigates the camera to a target floor.
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class_name ElevatorButton extends Node2D
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const BUTTON_HALF_SIZE: float = 40.0
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@export var target_floor: int = 0
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func _input(event: InputEvent) -> void:
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var screen_pos: Vector2
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if event is InputEventScreenTouch and event.pressed:
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screen_pos = event.position
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elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_LEFT:
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screen_pos = event.position
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else:
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return
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var canvas_transform: Transform2D = get_viewport().get_canvas_transform()
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var world_pos: Vector2 = canvas_transform.affine_inverse() * screen_pos
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var local_pos: Vector2 = to_local(world_pos)
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if abs(local_pos.x) <= BUTTON_HALF_SIZE and abs(local_pos.y) <= BUTTON_HALF_SIZE:
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_on_pressed()
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func _on_pressed() -> void:
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if target_floor < 0:
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return
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RoomNavigator.go_to_floor(target_floor)
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_play_bounce()
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func _play_bounce() -> void:
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var tween: Tween = create_tween()
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tween.tween_property(self, "scale", Vector2(1.15, 1.15), 0.08)
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tween.tween_property(self, "scale", Vector2(1.0, 1.0), 0.08)
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