broken_seals_2d/game/ui/player/auraframe/AuraEntry.gd

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GDScript3
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extends VBoxContainer
# 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 (NodePath) var texture_rect_path : NodePath
export (NodePath) var tooltip_node_path : NodePath
export (NodePath) var time_label_path : NodePath
export (NodePath) var magic_bg_path : NodePath
export (NodePath) var bleed_bg_path : NodePath
export (NodePath) var poison_bg_path : NodePath
export (NodePath) var physical_bg_path : NodePath
export (NodePath) var curse_bg_path : NodePath
var texture_rect : TextureRect
var tooltip_node : Control
var time_label : Label
var magic_bg : Node
var bleed_bg : Node
var poison_bg : Node
var physical_bg : Node
var curse_bg : Node
var aura_data : AuraData
func _ready():
set_process(false)
texture_rect = get_node(texture_rect_path) as TextureRect
tooltip_node = get_node(tooltip_node_path) as Control
time_label = get_node(time_label_path) as Label
magic_bg = get_node(magic_bg_path) as Node
bleed_bg = get_node(bleed_bg_path) as Node
poison_bg = get_node(poison_bg_path) as Node
physical_bg = get_node(physical_bg_path) as Node
curse_bg = get_node(curse_bg_path) as Node
func _process(delta):
# if not aura_data.is_timed:
# return
time_label.text = str(int(aura_data.remaining_time)) + "s"
if (aura_data.remaining_time <= 0):
queue_free()
func set_aura_data(paura_data : AuraData):
aura_data = paura_data
if aura_data.is_timed:
set_process(true)
time_label.text = str(aura_data.remaining_time)
else:
set_process(false)
time_label.text = ""
tooltip_node.hint_tooltip = aura_data.aura.aura_text_description
texture_rect.texture = aura_data.aura.icon
if aura_data.aura.aura_debuff:
var aura_type : int = aura_data.aura.aura_type
if aura_type == SpellEnums.AURA_TYPE_MAGIC:
magic_bg.visible = true
elif aura_type == SpellEnums.AURA_TYPE_BLEED:
bleed_bg.visible = true
elif aura_type == SpellEnums.AURA_TYPE_CURSE:
curse_bg.visible = true
elif aura_type == SpellEnums.AURA_TYPE_PHYSICAL:
physical_bg.visible = true
elif aura_type == SpellEnums.AURA_TYPE_POISON:
poison_bg.visible = true
func get_aura_data() -> AuraData:
return aura_data