extends PanelContainer # 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 item_entry_scene : PackedScene export(PackedScene) var recipe_selector_scene : PackedScene export(NodePath) var item_container_path : NodePath export(NodePath) var tools_container_path : NodePath export(NodePath) var materials_container_path : NodePath export(NodePath) var recipe_selector_container_path : NodePath export(NodePath) var recipe_selector_main_on : NodePath export(NodePath) var recipe_selector_main_off : NodePath export(NodePath) var materials_container_main_on : NodePath export(NodePath) var materials_container_main_off : NodePath var _item_container : Node var _tools_container : Node var _materials_container : Node var _recipe_selector_container : Node var _selected_craft_recipe : CraftRecipe var _player : Entity var _recipe_selector_main_on : Node var _recipe_selector_main_off : Node var _materials_container_main_on : Node var _materials_container_main_off : Node func _ready(): _item_container = get_node(item_container_path) _tools_container = get_node(tools_container_path) _materials_container = get_node(materials_container_path) _recipe_selector_container = get_node(recipe_selector_container_path) _recipe_selector_main_on = get_node(recipe_selector_main_on) _recipe_selector_main_off = get_node(recipe_selector_main_off) _materials_container_main_on = get_node(materials_container_main_on) _materials_container_main_off = get_node(materials_container_main_off) func set_player(entity: Entity) -> void: _player = entity set_category(CraftRecipe.CRAFT_CATEGORY_ALCHEMY) func set_category(category: int) -> void: for ch in _recipe_selector_container.get_children(): ch.queue_free() var count : int = 0 for i in range(_player.craft_gets_recipe_count()): var cr : CraftRecipe = _player.craft_gets_recipe(i) if cr.category == category: var rss : Node = recipe_selector_scene.instance() _recipe_selector_container.add_child(rss) rss.owner = _recipe_selector_container rss.set_recipe(cr, self) count += 1 if count == 0: _recipe_selector_main_on.visible = false _recipe_selector_main_off.visible = true else: _recipe_selector_main_on.visible = true _recipe_selector_main_off.visible = false func request_craft() -> void: _player.craft_crequest(_selected_craft_recipe.id) for ch in _tools_container.get_children(): ch.refresh() for ch in _materials_container.get_children(): ch.refresh() func select_recipe(recipe : CraftRecipe) -> void: _selected_craft_recipe = recipe if _selected_craft_recipe == null: _materials_container_main_on.visible = false _materials_container_main_off.visible = true return else: _materials_container_main_on.visible = true _materials_container_main_off.visible = false _item_container.set_item(recipe.item) for ch in _tools_container.get_children(): ch.queue_free() for ch in _materials_container.get_children(): ch.queue_free() for i in range(recipe.get_required_tools_count()): var ih : CraftRecipeHelper = recipe.get_required_tool(i) if ih == null: continue var ie : Node = item_entry_scene.instance() _tools_container.add_child(ie) ie.owner = _tools_container ie.set_item(_player, ih) for i in range(recipe.get_required_materials_count()): var ih : CraftRecipeHelper = recipe.get_required_material(i) if ih == null: continue var ie : Node = item_entry_scene.instance() _materials_container.add_child(ie) ie.owner = _materials_container ie.set_item(_player, ih) func _on_CraftingButton_toggled(button_pressed): if button_pressed: show() else: hide()