mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-25 01:17:10 +01:00
151 lines
4.3 KiB
GDScript
151 lines
4.3 KiB
GDScript
extends Control
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# Copyright (c) 2019-2020 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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export(NodePath) var icon_path : NodePath
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export(NodePath) var name_label_path : NodePath
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#export(NodePath) var description_label_path : NodePath
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export(NodePath) var known_label_path : NodePath
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export(NodePath) var learn_button_path : NodePath
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export(NodePath) var spell_button_path : NodePath
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export(NodePath) var popup_path : NodePath
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export(Color) var known_color : Color = Color.white
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export(Color) var not_known_color : Color = Color.gray
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export(Color) var unlearnable_color : Color = Color.gray
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var _icon : TextureRect
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var _name_label : Label
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#var _description_label : RichTextLabel
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var _spell_button : Button
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var _popup : Popup
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var _spell : Spell
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var _player : Entity
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var _spell_known : bool
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func _ready() -> void:
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_icon = get_node(icon_path) as TextureRect
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_name_label = get_node(name_label_path) as Label
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# _description_label = get_node(description_label_path) as RichTextLabel
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_spell_button = get_node(spell_button_path) as Button
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_popup = get_node(popup_path) as Popup
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func set_spell(p_player : Entity, p_spell: Spell) -> void:
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if _player != null:
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_player.disconnect("cspell_added", self, "cspell_added")
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_player.disconnect("cspell_removed", self, "cspell_removed")
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_spell = p_spell
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_player = p_player
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_player.connect("cspell_added", self, "cspell_added")
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_player.connect("cspell_removed", self, "cspell_removed")
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# _icon.set_spell(_spell)
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_spell_button.set_spell(_spell)
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_popup.set_spell(_spell)
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if not _spell == null:
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_spell_known = _player.spell_hasc(p_spell)
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_icon.texture = _spell.icon
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_name_label.text = _spell.text_name + " (Rank " + str(_spell.rank) + ")"
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else:
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_icon.texture = null
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_name_label.text = "....."
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update_spell_indicators()
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func learn_spell() -> void:
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if _player == null or _spell == null:
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return
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if _player.cfree_spell_points <= 0:
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return
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_player.spell_learn_requestc(_spell.id)
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func cspell_added(entity: Entity, spell: Spell) -> void:
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if spell == _spell:
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_spell_known = true
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update_spell_indicators()
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func cspell_removed(entity: Entity, spell: Spell) -> void:
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if spell == _spell:
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_spell_known = false
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update_spell_indicators()
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func spell_button_pressed() -> void:
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var pos : Vector2 = _spell_button.rect_global_position
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pos.x += _spell_button.rect_size.x
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_popup.popup(Rect2(pos, _popup.rect_size))
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func update_spell_indicators():
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if ESS.use_spell_points:
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if _spell_known:
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get_node(known_label_path).show()
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get_node(learn_button_path).hide()
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modulate = known_color
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else:
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if _spell != null:
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if _spell.training_required_spell:
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if not _player.spell_hasc(_spell.training_required_spell):
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if ESS.use_spell_points:
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get_node(known_label_path).hide()
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get_node(learn_button_path).show()
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modulate = unlearnable_color
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return
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if ESS.use_spell_points:
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get_node(known_label_path).hide()
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get_node(learn_button_path).show()
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modulate = not_known_color
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else:
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get_node(known_label_path).hide()
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get_node(learn_button_path).hide()
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if _spell_known:
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modulate = known_color
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else:
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if _spell != null:
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if _spell.training_required_spell:
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if not _player.spell_hasc(_spell.training_required_spell):
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modulate = unlearnable_color
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return
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modulate = not_known_color
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