broken_seals/game/ui/windows/SpellContainer.gd
2019-11-20 14:30:34 +01:00

87 lines
2.5 KiB
GDScript

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 icon_path : NodePath
export (NodePath) var name_label_path : NodePath
#export (NodePath) var description_label_path : NodePath
export (NodePath) var known_label_path : NodePath
export (NodePath) var learn_button_path : NodePath
export (NodePath) var spell_button_path : NodePath
export (NodePath) var popup_path : NodePath
var _icon : TextureRect
var _name_label : Label
#var _description_label : RichTextLabel
var _spell_button : Button
var _popup : Popup
var _spell : Spell
var _player : Entity
func _ready() -> void:
_icon = get_node(icon_path) as TextureRect
_name_label = get_node(name_label_path) as Label
# _description_label = get_node(description_label_path) as RichTextLabel
_spell_button = get_node(spell_button_path) as Button
_popup = get_node(popup_path) as Popup
func set_spell(p_player : Entity, p_spell: Spell) -> void:
if _player != null:
_player.disconnect("cspell_added", self, "cspell_added")
_player.disconnect("cspell_removed", self, "cspell_removed")
_spell = p_spell
_player = p_player
_player.connect("cspell_added", self, "cspell_added")
_player.connect("cspell_removed", self, "cspell_removed")
# _icon.set_spell(_spell)
_spell_button.set_spell(_spell)
_popup.set_spell(_spell)
if not _spell == null:
if _player.hasc_spell(p_spell):
get_node(known_label_path).show()
get_node(learn_button_path).hide()
else:
get_node(known_label_path).hide()
get_node(learn_button_path).show()
_icon.texture = _spell.icon
_name_label.text = _spell.text_name + " (Rank " + str(_spell.rank) + ")"
else:
_icon.texture = null
_name_label.text = "....."
func learn_spell() -> void:
if _player == null or _spell == null:
return
if _player.cfree_spell_points <= 0:
return
_player.crequest_spell_learn(_spell.id)
func cspell_added(entity: Entity, spell: Spell) -> void:
if spell == _spell:
get_node(known_label_path).show()
get_node(learn_button_path).hide()
func cspell_removed(entity: Entity, spell: Spell) -> void:
if spell == _spell:
get_node(known_label_path).hide()
get_node(learn_button_path).show()
func spell_button_pressed() -> void:
var pos : Vector2 = _spell_button.rect_global_position
pos.x += _spell_button.rect_size.x
_popup.popup(Rect2(pos, _popup.rect_size))