broken_seals/game/ui/actionbars/Actionbars.gd

74 lines
2.1 KiB
GDScript

extends Node
# Copyright (c) 2019-2021 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 actionbar_scene
var _player : Entity
var _abp : ActionBarProfile
func set_player(p_player: Entity) -> void:
if not _player == null:
clear_actionbars()
_player.disconnect("centity_data_changed", self, "_centity_data_changed")
_player = null
_player = p_player
if _player == null:
return
_centity_data_changed(_player.centity_data)
_player.connect("centity_data_changed", self, "_centity_data_changed")
func _centity_data_changed(cls: EntityData) -> void:
if _abp != null:
_abp.disconnect("changed", self, "on_changed")
clear_actionbars()
if cls == null:
return
_abp = _player.get_action_bar_profile()
_abp.connect("changed", self, "on_changed")
for i in range(_abp.get_action_bar_count()):
var abe = _abp.get_action_bar(i)
var s = actionbar_scene.instance()
add_child(s)
s.set_actionbar_entry(abe, _player)
s.owner = self
func clear_actionbars() -> void:
var children = get_children()
for c in children:
c.queue_free()
func on_changed() -> void:
#todo
pass