extends Control # Copyright (c) 2019-2020 Péter Magyar # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. export(PackedScene) var character_entry : PackedScene export(NodePath) var menu_path : NodePath export(NodePath) var name_imput_path : NodePath export(NodePath) var container_path : NodePath export(ButtonGroup) var character_creation_button_group : ButtonGroup export(String) var character_folder : String var container : Node var name_line_edit : LineEdit func _ready(): name_line_edit = get_node(name_imput_path) container = get_node(container_path) var fb : Button = null for i in range(EntityDataManager.get_player_character_data_count()): var d : EntityData = EntityDataManager.get_player_character_data_index(i) var ce : Button = character_entry.instance() as Button if fb == null: fb = ce container.add_child(ce) ce.owner = container ce.id = d.id ce.set_class_name(d.entity_class_data.text_name) ce.group = character_creation_button_group if fb != null: fb.pressed = true func create() -> void: if name_line_edit.text == "": return var file_name : String = "user://" + character_folder + "/" + name_line_edit.text var f : File = File.new() if f.file_exists(file_name): return var active : BaseButton = character_creation_button_group.get_pressed_button() var id : int = active.id var ent : Entity = Entities.spawn_player_for_menu(id, name_line_edit.text, self) if f.open(file_name, File.WRITE) == OK: f.store_string(to_json(ent.to_dict())) f.close() ent.queue_free() get_node(menu_path).switch_to_menu(Menu.StartMenuTypes.CHARACTER_SELECT)