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