mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-25 01:17:10 +01:00
207 lines
4.9 KiB
GDScript3
207 lines
4.9 KiB
GDScript3
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extends Button
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# This Source Code Form is subject to the terms of the Mozilla Public
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# License, v. 2.0. If a copy of the MPL was not distributed with this
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# file, You can obtain one at https://mozilla.org/MPL/2.0/.
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export (NodePath) var button_path : NodePath
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export (NodePath) var icon_path : NodePath
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export (NodePath) var cooldown_indicator_path : NodePath
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export (NodePath) var cooldown_text_path : NodePath
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var _tooltip : Popup
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var button : Button
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var icon_rect : TextureRect
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var cooldown_indicator : TextureProgress
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var cooldown_text : Label
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var slot_id : int = 0
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var item : ItemInstance
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var player : Entity
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var spell_id : int = 0
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#var spell_type : int = 0
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var cd : Cooldown = null
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var has_gcd : bool = false
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var gcd : float = 0.0
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func _ready() -> void:
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button = get_node(button_path) as Button
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icon_rect = get_node(icon_path) as TextureRect
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cooldown_indicator = get_node(cooldown_indicator_path) as TextureProgress
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cooldown_text = get_node(cooldown_text_path) as Label
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button.connect("pressed", self, "_on_button_pressed")
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func _process(delta : float) -> void:
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if cd == null and gcd < 0.001:
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set_process(false)
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hide_cooldown_timer()
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return
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if gcd > 0.001:
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gcd -= delta
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if gcd < 0:
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gcd = 0
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var value : float = gcd
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if cd != null and cd.remaining > value:
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value = cd.remaining
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set_cooldown_time(value)
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func set_cooldown_time(time : float) -> void:
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cooldown_indicator.value = time
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cooldown_text.text = str(int(time))
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func show_cooldown_timer(max_time : float) -> void:
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if cooldown_indicator.visible and cooldown_indicator.max_value < max_time:
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cooldown_indicator.max_value = max_time
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if not cooldown_indicator.visible:
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cooldown_indicator.max_value = max_time
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cooldown_indicator.show()
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cooldown_text.show()
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func hide_cooldown_timer() -> void:
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cooldown_indicator.hide()
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cooldown_text.hide()
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func set_item_instance(pitem : ItemInstance) -> void:
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item = pitem
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setup_icon()
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func setup_icon() -> void:
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if (item == null):
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icon_rect.texture = null
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else:
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if (item.get_item_template() == null):
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icon_rect.texture = null
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return
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if item.item_template.use_spell != null:
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var spell : Spell = item.item_template.use_spell
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spell_id = spell.spell_id
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has_gcd = spell.cooldown_global_cooldown
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else:
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spell_id = 0
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has_gcd = false
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icon_rect.texture = item.item_template.icon
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func _on_button_pressed() -> void:
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#if spell_id != 0:
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# player.crequest_spell_cast(button_entry.item_id)
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pass
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func set_button_entry_data(ii : ItemInstance) -> void:
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item = ii
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setup_icon()
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func get_drag_data(pos: Vector2) -> Object:
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if item == null:
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return null
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var tr = TextureRect.new()
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tr.texture = icon_rect.texture
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tr.expand = true
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tr.rect_size = icon_rect.rect_size
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set_drag_preview(tr)
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var esd = ESDragAndDrop.new()
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esd.origin = self
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esd.type = ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_INVENTORY_ITEM
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esd.item_id = slot_id
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setup_icon()
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return esd
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func can_drop_data(pos, data) -> bool:
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return (data.is_class("ESDragAndDrop") and (data.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_INVENTORY_ITEM or
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data.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_EQUIPPED_ITEM))
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func drop_data(pos, esd) -> void:
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if esd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_INVENTORY_ITEM:
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player.crequest_item_swap(slot_id, esd.item_id)
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setup_icon()
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elif esd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_EQUIPPED_ITEM:
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player.crequest_equip(esd.item_id, slot_id)
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setup_icon()
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func set_slot_id(pslot_id : int) -> void:
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slot_id = pslot_id
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func set_player(p_player: Entity) -> void:
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if not player == null:
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player.disconnect("ccooldown_added", self, "_ccooldown_added")
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player.disconnect("ccooldown_removed", self, "_ccooldown_removed")
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player.disconnect("cgcd_started", self, "_cgcd_started")
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player.disconnect("cgcd_finished", self, "_cgcd_finished")
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player = null
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player = p_player
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if player == null:
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return
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# for i in range(player.getc_cooldown_count()):
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# var cooldown : Cooldown = player.getc_cooldown(i)
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player.connect("ccooldown_added", self, "_ccooldown_added")
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player.connect("ccooldown_removed", self, "_ccooldown_removed")
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player.connect("cgcd_started", self, "_cgcd_started")
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player.connect("cgcd_finished", self, "_cgcd_finished")
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func _ccooldown_added(cooldown : Cooldown) -> void:
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if cooldown.spell_id == spell_id:
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cd = cooldown
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set_process(true)
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show_cooldown_timer(cooldown.remaining)
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func _ccooldown_removed(cooldown : Cooldown) -> void:
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if cooldown.spell_id == spell_id:
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cd = null
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func _cgcd_started(value :float) -> void:
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if not has_gcd:
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return
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gcd = value
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show_cooldown_timer(value)
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set_process(true)
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func _cgcd_finished() -> void:
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gcd = 0
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func _pressed():
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if _tooltip != null and item != null:
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var pos : Vector2 = rect_global_position
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pos.x += rect_size.x
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_tooltip.set_item(item)
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_tooltip.popup(Rect2(pos, _tooltip.rect_size))
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# _tooltip.pac
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func set_tooltip_node(tooltip : Popup) -> void:
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_tooltip = tooltip
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