mirror of
https://github.com/Relintai/broken_seals_2ds.git
synced 2024-12-25 11:17:13 +01:00
163 lines
4.9 KiB
GDScript
163 lines
4.9 KiB
GDScript
extends Control
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# Copyright (c) 2019-2020 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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var opener_button : BaseButton
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export(PackedScene) var item_entry_scene : PackedScene
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export(PackedScene) var recipe_selector_scene : PackedScene
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export(NodePath) var item_container_path : NodePath
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export(NodePath) var tools_container_path : NodePath
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export(NodePath) var materials_container_path : NodePath
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export(NodePath) var recipe_selector_container_path : NodePath
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export(NodePath) var recipe_selector_main_on : NodePath
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export(NodePath) var recipe_selector_main_off : NodePath
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export(NodePath) var materials_container_main_on : NodePath
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export(NodePath) var materials_container_main_off : NodePath
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var _item_container : Node
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var _tools_container : Node
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var _materials_container : Node
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var _recipe_selector_container : Node
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var _selected_craft_recipe : CraftRecipe
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var _player : Entity
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var _recipe_selector_main_on : Node
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var _recipe_selector_main_off : Node
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var _materials_container_main_on : Node
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var _materials_container_main_off : Node
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func _ready():
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connect("visibility_changed", self, "on_visibility_changed")
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_item_container = get_node(item_container_path)
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_tools_container = get_node(tools_container_path)
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_materials_container = get_node(materials_container_path)
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_recipe_selector_container = get_node(recipe_selector_container_path)
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_recipe_selector_main_on = get_node(recipe_selector_main_on)
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_recipe_selector_main_off = get_node(recipe_selector_main_off)
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_materials_container_main_on = get_node(materials_container_main_on)
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_materials_container_main_off = get_node(materials_container_main_off)
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func set_player(entity: Entity) -> void:
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_player = entity
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set_category(CraftRecipe.CRAFT_CATEGORY_ALCHEMY)
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func set_category(category: int) -> void:
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for ch in _recipe_selector_container.get_children():
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ch.queue_free()
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var count : int = 0
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for i in range(_player.craft_gets_recipe_count()):
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var cr : CraftRecipe = _player.craft_gets_recipe(i)
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if cr.category == category:
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var rss : Node = recipe_selector_scene.instance()
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_recipe_selector_container.add_child(rss)
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rss.owner = _recipe_selector_container
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rss.set_recipe(cr, self)
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count += 1
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if count == 0:
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_recipe_selector_main_on.visible = false
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_recipe_selector_main_off.visible = true
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else:
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_recipe_selector_main_on.visible = true
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_recipe_selector_main_off.visible = false
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func request_craft() -> void:
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_player.craft_crequest(_selected_craft_recipe.id)
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for ch in _tools_container.get_children():
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ch.refresh()
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for ch in _materials_container.get_children():
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ch.refresh()
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func select_recipe(recipe : CraftRecipe) -> void:
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_selected_craft_recipe = recipe
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if _selected_craft_recipe == null:
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_materials_container_main_on.visible = false
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_materials_container_main_off.visible = true
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return
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else:
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_materials_container_main_on.visible = true
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_materials_container_main_off.visible = false
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_item_container.set_item(recipe.item)
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for ch in _tools_container.get_children():
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ch.queue_free()
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for ch in _materials_container.get_children():
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ch.queue_free()
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for i in range(recipe.get_required_tools_count()):
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var ih : CraftRecipeHelper = recipe.get_required_tool(i)
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if ih == null:
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continue
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var ie : Node = item_entry_scene.instance()
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_tools_container.add_child(ie)
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ie.owner = _tools_container
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ie.set_item(_player, ih)
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for i in range(recipe.get_required_materials_count()):
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var ih : CraftRecipeHelper = recipe.get_required_material(i)
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if ih == null:
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continue
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var ie : Node = item_entry_scene.instance()
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_materials_container.add_child(ie)
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ie.owner = _materials_container
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ie.set_item(_player, ih)
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func on_visibility_changed():
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if opener_button:
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if visible && !opener_button.pressed:
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opener_button.pressed = true
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return
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if !visible && opener_button.pressed:
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opener_button.pressed = false
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func _on_button_toggled(button_pressed):
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if button_pressed:
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if !visible:
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show()
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else:
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if visible:
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hide()
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