broken_seals_2ds/game/ui/talents/Spec.gd

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GDScript3
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2022-01-30 23:20:50 +01:00
extends ScrollContainer
# 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(PackedScene) var talent_row_scene : PackedScene
export(NodePath) var container_path : NodePath
var _container : Node
var _player : Entity
var _spec : CharacterSpec
var _spec_index : int
func _ready() -> void:
_container = get_node(container_path)
func set_spec(player : Entity, spec : CharacterSpec, spec_index: int) -> void:
for ch in _container.get_children():
ch.queue_free()
_player = player
_spec = spec
_spec_index = spec_index
if _player == null or _spec == null:
return
for i in range(spec.num_rows):
var r : Node = talent_row_scene.instance()
_container.add_child(r)
r.owner = self
r.set_player(player, spec, spec_index, i)