broken_seals_roguelike/game/ui/windows/SpellContainer.gd

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GDScript3
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extends Control
# This Source Code Form is subject to the terms of the Mozilla Public
# License, v. 2.0. If a copy of the MPL was not distributed with this
# file, You can obtain one at https://mozilla.org/MPL/2.0/.
export(NodePath) var icon_path : NodePath
export(NodePath) var name_label_path : NodePath
#export(NodePath) var description_label_path : NodePath
export(NodePath) var known_label_path : NodePath
export(NodePath) var learn_button_path : NodePath
export(NodePath) var spell_button_path : NodePath
export(NodePath) var popup_path : NodePath
export(Color) var known_color : Color = Color.white
export(Color) var not_known_color : Color = Color.gray
export(Color) var unlearnable_color : Color = Color.gray
var _icon : TextureRect
var _name_label : Label
#var _description_label : RichTextLabel
var _spell_button : Button
var _popup : Popup
var _spell : Spell
var _player : Entity
var _spell_known : bool
func _ready() -> void:
_icon = get_node(icon_path) as TextureRect
_name_label = get_node(name_label_path) as Label
# _description_label = get_node(description_label_path) as RichTextLabel
_spell_button = get_node(spell_button_path) as Button
_popup = get_node(popup_path) as Popup
func set_spell(p_player : Entity, p_spell: Spell) -> void:
if _player != null:
_player.disconnect("cspell_added", self, "cspell_added")
_player.disconnect("cspell_removed", self, "cspell_removed")
_spell = p_spell
_player = p_player
_player.connect("cspell_added", self, "cspell_added")
_player.connect("cspell_removed", self, "cspell_removed")
# _icon.set_spell(_spell)
_spell_button.set_spell(_spell)
_popup.set_spell(_spell)
if not _spell == null:
_spell_known = _player.hasc_spell(p_spell)
_icon.texture = _spell.icon
_name_label.text = _spell.text_name + " (Rank " + str(_spell.rank) + ")"
else:
_icon.texture = null
_name_label.text = "....."
update_spell_indicators()
func learn_spell() -> void:
if _player == null or _spell == null:
return
if _player.cfree_spell_points <= 0:
return
_player.crequest_spell_learn(_spell.id)
func cspell_added(entity: Entity, spell: Spell) -> void:
if spell == _spell:
_spell_known = true
update_spell_indicators()
func cspell_removed(entity: Entity, spell: Spell) -> void:
if spell == _spell:
_spell_known = false
update_spell_indicators()
func spell_button_pressed() -> void:
var pos : Vector2 = _spell_button.rect_global_position
pos.x += _spell_button.rect_size.x
_popup.popup(Rect2(pos, _popup.rect_size))
func update_spell_indicators():
if _spell_known:
get_node(known_label_path).show()
get_node(learn_button_path).hide()
modulate = known_color
else:
if _spell != null:
if _spell.training_required_spell:
if not _player.hasc_spell(_spell.training_required_spell):
get_node(known_label_path).hide()
get_node(learn_button_path).show()
modulate = unlearnable_color
return
get_node(known_label_path).hide()
get_node(learn_button_path).show()
modulate = not_known_color
modulate = not_known_color