class_name ButtonClass_Main extends Node @export var alias : String @export var alias_signature : String @export var signatureBranch : SignButton @export var isSignature : bool @export var usingInteractionPipe : bool @export var interaction : InteractionManager @export var isActive : bool @export var isDynamic : bool @export var ui : CanvasItem @export var ui_3D : GeometryInstance3D @export var is3D : bool @export var ui_opacity_inactive : float = 1 @export var ui_opacity_active : float = .78 @export var signature : Signature @export var overridingMouseRaycast : bool @export var mouseRaycast : MouseRaycast @export var mouseRaycastVector : Vector2 @export var usingInteractionBranch : bool var mainActive = true func _ready(): get_parent().connect("focus_entered", OnHover) get_parent().connect("focus_exited", OnExit) get_parent().connect("pressed", OnPress) if (isDynamic): SetUI(false) pass func SetUI(state : bool): if (state): if (!is3D): ui.modulate.a = ui_opacity_active else: ui_3D.transparency = 0 else: if (!is3D): ui.modulate.a = ui_opacity_inactive else: ui_3D.transparency = 1 func OnHover(): if (isActive && mainActive): if (isDynamic): SetUI(true) if (overridingMouseRaycast): mouseRaycast.GetRaycastOverride(mouseRaycastVector) func OnExit(): if (isActive && mainActive): if (isDynamic): SetUI(false) signal is_pressed func OnPress(): if (isActive && mainActive): emit_signal("is_pressed") if (usingInteractionPipe): interaction.InteractWith(alias) if (isSignature): interaction.SignatureButtonRemote(signatureBranch, alias_signature) if (overridingMouseRaycast): interaction.MainInteractionEvent()