broken_seals/game/ui/buttons/Buttons.gd

54 lines
1.7 KiB
GDScript

extends Control
# 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 (NodePath) var spell_book_path
export (NodePath) var spell_book_button_path
var spell_book
var spell_book_button
export (NodePath) var lock_button_path
var lock_button
var player
func _ready():
lock_button = get_node(lock_button_path)
lock_button.connect("pressed", self, "_lock_button_click")
func set_player(p_player):
player = p_player
func _lock_button_click():
if player == null:
return
var cls = player.centity_data
if cls == null:
return
var profile = ProfileManager.get_class_profile(cls.id)
profile.actionbar_locked = not profile.actionbar_locked