extends Control # 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 menu_path : NodePath export(NodePath) var container_path : NodePath export(NodePath) var player_display_container_path : NodePath export(ButtonGroup) var character_button_group : ButtonGroup export(PackedScene) var character_entry : PackedScene export(String) var character_folder : String var container : Node var player_display_container_node : Node func _ready(): container = get_node(container_path) player_display_container_node = get_node(player_display_container_path) if container == null: Logger.error("CharacterSelector not set up properly!") connect("visibility_changed", self, "visibility_changed") refresh() func refresh(): clear() # Entities.list_spells() var dir : Directory = Directory.new() var first_entry : Button = null if dir.open("user://" + character_folder) == OK: dir.list_dir_begin() var file_name = "." while (file_name != ""): file_name = dir.get_next() if dir.current_is_dir(): continue var f : File = File.new() if f.open("user://" + character_folder + "/" + file_name, File.READ) == OK: var st : String = f.get_as_text() f.close() var json_err : String = validate_json(st) if json_err != "": Logger.error("Save corrupted! " + file_name) Logger.error(json_err) continue var p = parse_json(st) if typeof(p) != TYPE_DICTIONARY: Logger.error("Save corrupted! Not Dict! " + file_name) continue var display : Entity = Entities.spawn_display_player(file_name) player_display_container_node.add_child(display) display.owner = player_display_container_node display.from_dict(p as Dictionary) var centry : Button = character_entry.instance() as Button container.add_child(centry) centry.owner = container centry.group = character_button_group centry.connect("pressed", self, "character_selection_changed") #display.sentity_data.entity_class_data.entity_class_name centry.setup(file_name, display.sentity_name, "", display.slevel, display) if first_entry == null: first_entry = centry if first_entry != null: first_entry.pressed = true else: dir.make_dir("user://" + character_folder) func clear() -> void: for c in container.get_children(): c.disconnect("pressed", self, "character_selection_changed") c.queue_free() for e in player_display_container_node.get_children(): e.queue_free() func delete_character() -> void: var b : BaseButton = character_button_group.get_pressed_button() if b == null: return var file_name : String = "user://" + character_folder + "/" + b.file_name var f : File = File.new() if f.file_exists(file_name): var d : Directory = Directory.new() if d.remove(file_name) == OK: refresh() func load_character() -> void: var b : BaseButton = character_button_group.get_pressed_button() if b == null: return # if multiplayer.has_network_peer(): # var file_name : String = "user://" + character_folder + "/" + b.file_name # # var f : File = File.new() # # if f.open(file_name, File.READ) == OK: # var data : String = f.get_as_text() # # f.close() # # Server.upload_character(data) # # get_node("/root/Main").load_character(b.file_name) # else: get_node("/root/Main").load_character(b.file_name) func visibility_changed() -> void: if visible: refresh() func character_selection_changed() -> void: var b : BaseButton = character_button_group.get_pressed_button() if b == null: return for e in player_display_container_node.get_children(): e.hide() b.entity.show()