broken_seals_2d/game/scenes/CharacterCreationMenu.gd

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GDScript3
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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(PackedScene) var character_entry : PackedScene
export(NodePath) var menu_path : NodePath
export(NodePath) var name_imput_path : NodePath
export(NodePath) var container_path : NodePath
export(ButtonGroup) var character_creation_button_group : ButtonGroup
export(String) var character_folder : String
var container : Node
var name_line_edit : LineEdit
func _ready():
name_line_edit = get_node(name_imput_path)
container = get_node(container_path)
var fb : Button = null
for i in range(Entities.get_player_character_data_count()):
var d : EntityData = Entities.get_player_character_data_index(i)
var ce : Button = character_entry.instance() as Button
if fb == null:
fb = ce
container.add_child(ce)
ce.owner = container
ce.id = d.id
ce.set_class_name(d.entity_class_data.text_name)
ce.group = character_creation_button_group
if fb != null:
fb.pressed = true
func create() -> void:
if name_line_edit.text == "":
return
var file_name : String = "user://" + character_folder + "/" + name_line_edit.text
var f : File = File.new()
if f.file_exists(file_name):
return
var active : BaseButton = character_creation_button_group.get_pressed_button()
var id : int = active.id
var ent : Entity = Entities.spawn_player_for_menu(id, name_line_edit.text, self)
if f.open(file_name, File.WRITE) == OK:
f.store_string(to_json(ent.to_dict()))
f.close()
ent.queue_free()
get_node(menu_path).switch_to_menu(Menu.StartMenuTypes.CHARACTER_SELECT)