broken_seals_roguelike/game/ui/crafting/CraftingWindow.gd

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GDScript3
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extends Control
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# 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.
var opener_button : BaseButton
export(PackedScene) var item_entry_scene : PackedScene
export(PackedScene) var recipe_selector_scene : PackedScene
export(NodePath) var item_container_path : NodePath
export(NodePath) var tools_container_path : NodePath
export(NodePath) var materials_container_path : NodePath
export(NodePath) var recipe_selector_container_path : NodePath
export(NodePath) var recipe_selector_main_on : NodePath
export(NodePath) var recipe_selector_main_off : NodePath
export(NodePath) var materials_container_main_on : NodePath
export(NodePath) var materials_container_main_off : NodePath
var _item_container : Node
var _tools_container : Node
var _materials_container : Node
var _recipe_selector_container : Node
var _selected_craft_recipe : CraftRecipe
var _player : Entity
var _recipe_selector_main_on : Node
var _recipe_selector_main_off : Node
var _materials_container_main_on : Node
var _materials_container_main_off : Node
func _ready():
connect("visibility_changed", self, "on_visibility_changed")
_item_container = get_node(item_container_path)
_tools_container = get_node(tools_container_path)
_materials_container = get_node(materials_container_path)
_recipe_selector_container = get_node(recipe_selector_container_path)
_recipe_selector_main_on = get_node(recipe_selector_main_on)
_recipe_selector_main_off = get_node(recipe_selector_main_off)
_materials_container_main_on = get_node(materials_container_main_on)
_materials_container_main_off = get_node(materials_container_main_off)
func set_player(entity: Entity) -> void:
_player = entity
set_category(CraftRecipe.CRAFT_CATEGORY_ALCHEMY)
func set_category(category: int) -> void:
for ch in _recipe_selector_container.get_children():
ch.queue_free()
var count : int = 0
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for i in range(_player.craft_gets_recipe_count()):
var cr : CraftRecipe = _player.craft_gets_recipe(i)
if cr.category == category:
var rss : Node = recipe_selector_scene.instance()
_recipe_selector_container.add_child(rss)
rss.owner = _recipe_selector_container
rss.set_recipe(cr, self)
count += 1
if count == 0:
_recipe_selector_main_on.visible = false
_recipe_selector_main_off.visible = true
else:
_recipe_selector_main_on.visible = true
_recipe_selector_main_off.visible = false
func request_craft() -> void:
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_player.craft_crequest(_selected_craft_recipe.id)
for ch in _tools_container.get_children():
ch.refresh()
for ch in _materials_container.get_children():
ch.refresh()
func select_recipe(recipe : CraftRecipe) -> void:
_selected_craft_recipe = recipe
if _selected_craft_recipe == null:
_materials_container_main_on.visible = false
_materials_container_main_off.visible = true
return
else:
_materials_container_main_on.visible = true
_materials_container_main_off.visible = false
_item_container.set_item(recipe.item)
for ch in _tools_container.get_children():
ch.queue_free()
for ch in _materials_container.get_children():
ch.queue_free()
for i in range(recipe.get_required_tools_count()):
var ih : CraftRecipeHelper = recipe.get_required_tool(i)
if ih == null:
continue
var ie : Node = item_entry_scene.instance()
_tools_container.add_child(ie)
ie.owner = _tools_container
ie.set_item(_player, ih)
for i in range(recipe.get_required_materials_count()):
var ih : CraftRecipeHelper = recipe.get_required_material(i)
if ih == null:
continue
var ie : Node = item_entry_scene.instance()
_materials_container.add_child(ie)
ie.owner = _materials_container
ie.set_item(_player, ih)
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func on_visibility_changed():
if opener_button:
if visible && !opener_button.pressed:
opener_button.pressed = true
return
if !visible && opener_button.pressed:
opener_button.pressed = false
func _on_button_toggled(button_pressed):
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if button_pressed:
if !visible:
show()
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else:
if visible:
hide()