broken_seals_2d/game/ui/buttons/Buttons.gd
2021-02-21 17:39:36 +01:00

76 lines
2.2 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 (PackedScene) var image_button : PackedScene
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 : Entity
func _ready():
lock_button = get_node(lock_button_path)
lock_button.connect("pressed", self, "_lock_button_click")
func add_image_button(texture : Texture, index : int = -1) -> Button:
var button : Button = image_button.instance() as Button
button.set_meta("button_index", index)
button.get_child(0).texture = texture
add_child(button)
for ch in get_children():
var button_index : int = get_child_count()
if ch.has_meta("button_index"):
button_index = ch.get_meta("button_index")
if button_index != -1:
move_child(ch, button_index)
return button
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.getc_player_profile().get_class_profile(cls.resource_path)
profile.actionbar_locked = not profile.actionbar_locked