broken_seals_2d/game/ui/bags/BagEntry.gd

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6.7 KiB
GDScript3
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extends Button
# Copyright (c) 2019 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 button_path : NodePath
export (NodePath) var icon_path : NodePath
export (NodePath) var cooldown_indicator_path : NodePath
export (NodePath) var cooldown_text_path : NodePath
export (NodePath) var stack_counter : NodePath
var _stack_counter : Label
var _tooltip : Popup
var button : Button
var icon_rect : TextureRect
var cooldown_indicator : TextureProgress
var cooldown_text : Label
var slot_id : int = 0
var item : ItemInstance
var player : Entity
var spell_id : int = 0
#var spell_type : int = 0
var cd : Cooldown = null
var has_gcd : bool = false
var gcd : float = 0.0
func _ready() -> void:
button = get_node(button_path) as Button
icon_rect = get_node(icon_path) as TextureRect
cooldown_indicator = get_node(cooldown_indicator_path) as TextureProgress
cooldown_text = get_node(cooldown_text_path) as Label
_stack_counter = get_node(stack_counter) as Label
button.connect("pressed", self, "_on_button_pressed")
#func _exit_tree():
# if item != null:
# item.disconnect("stack_size_changed", self, "stack_size_changed")
func _process(delta : float) -> void:
if cd == null and gcd < 0.001:
set_process(false)
hide_cooldown_timer()
return
if gcd > 0.001:
gcd -= delta
if gcd < 0:
gcd = 0
var value : float = gcd
if cd != null and cd.remaining > value:
value = cd.remaining
set_cooldown_time(value)
func set_cooldown_time(time : float) -> void:
cooldown_indicator.value = time
cooldown_text.text = str(int(time))
func show_cooldown_timer(max_time : float) -> void:
if cooldown_indicator.visible and cooldown_indicator.max_value < max_time:
cooldown_indicator.max_value = max_time
if not cooldown_indicator.visible:
cooldown_indicator.max_value = max_time
cooldown_indicator.show()
cooldown_text.show()
func hide_cooldown_timer() -> void:
cooldown_indicator.hide()
cooldown_text.hide()
func set_item_instance(pitem : ItemInstance) -> void:
if item != null and item.item_template.stack_size > 1:
item.disconnect("stack_size_changed", self, "stack_size_changed")
_stack_counter.hide()
item = pitem
setup_icon()
if item != null and item.item_template.stack_size > 1:
item.connect("stack_size_changed", self, "stack_size_changed")
_stack_counter.show()
stack_size_changed(item)
func setup_icon() -> void:
if (item == null):
icon_rect.texture = null
else:
if (item.get_item_template() == null):
icon_rect.texture = null
return
if item.item_template.use_spell != null:
var spell : Spell = item.item_template.use_spell
spell_id = spell.spell_id
has_gcd = spell.cooldown_global_cooldown
else:
spell_id = 0
has_gcd = false
icon_rect.texture = item.item_template.icon
func _on_button_pressed() -> void:
#if spell_id != 0:
# player.crequest_spell_cast(button_entry.item_id)
pass
func set_button_entry_data(ii : ItemInstance) -> void:
if item != null and item.item_template.stack_size > 1:
item.disconnect("stack_size_changed", self, "stack_size_changed")
_stack_counter.hide()
item = ii
setup_icon()
if item != null and item.item_template.stack_size > 1:
item.connect("stack_size_changed", self, "stack_size_changed")
_stack_counter.show()
stack_size_changed(item)
func stack_size_changed(ii : ItemInstance) -> void:
_stack_counter.text = str(ii.stack_size)
func get_drag_data(pos: Vector2) -> Object:
if item == null:
return null
var tr = TextureRect.new()
tr.texture = icon_rect.texture
tr.expand = true
tr.rect_size = icon_rect.rect_size
set_drag_preview(tr)
var esd = ESDragAndDrop.new()
esd.origin = self
esd.type = ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_INVENTORY_ITEM
esd.item_id = slot_id
setup_icon()
return esd
func can_drop_data(pos, data) -> bool:
return (data.is_class("ESDragAndDrop") and (data.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_INVENTORY_ITEM or
data.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_EQUIPPED_ITEM))
func drop_data(pos, esd) -> void:
if esd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_INVENTORY_ITEM:
player.crequest_item_swap(slot_id, esd.item_id)
setup_icon()
elif esd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_EQUIPPED_ITEM:
player.crequest_equip(esd.item_id, slot_id)
setup_icon()
func set_slot_id(pslot_id : int) -> void:
slot_id = pslot_id
func set_player(p_player: Entity) -> void:
if not player == null:
player.disconnect("ccooldown_added", self, "_ccooldown_added")
player.disconnect("ccooldown_removed", self, "_ccooldown_removed")
player.disconnect("cgcd_started", self, "_cgcd_started")
player.disconnect("cgcd_finished", self, "_cgcd_finished")
player = null
player = p_player
if player == null:
return
# for i in range(player.getc_cooldown_count()):
# var cooldown : Cooldown = player.getc_cooldown(i)
player.connect("ccooldown_added", self, "_ccooldown_added")
player.connect("ccooldown_removed", self, "_ccooldown_removed")
player.connect("cgcd_started", self, "_cgcd_started")
player.connect("cgcd_finished", self, "_cgcd_finished")
func _ccooldown_added(cooldown : Cooldown) -> void:
if cooldown.spell_id == spell_id:
cd = cooldown
set_process(true)
show_cooldown_timer(cooldown.remaining)
func _ccooldown_removed(cooldown : Cooldown) -> void:
if cooldown.spell_id == spell_id:
cd = null
func _cgcd_started(value :float) -> void:
if not has_gcd:
return
gcd = value
show_cooldown_timer(value)
set_process(true)
func _cgcd_finished() -> void:
gcd = 0
func _pressed():
if _tooltip != null and item != null:
var pos : Vector2 = rect_global_position
pos.x += rect_size.x
_tooltip.set_item(item)
_tooltip.popup(Rect2(pos, _tooltip.rect_size))
# _tooltip.pac
func set_tooltip_node(tooltip : Popup) -> void:
_tooltip = tooltip