broken_seals_roguelike/game/scenes/CharacterCreationMenu.gd

81 lines
2.6 KiB
GDScript

extends Control
# Copyright (c) 2019 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 character_entry : PackedScene
export(NodePath) var menu_path : NodePath
export(NodePath) var name_imput_path : NodePath
export(NodePath) var container_path : NodePath
export(ButtonGroup) var character_creation_button_group : ButtonGroup
export(String) var character_folder : String
var container : Node
var name_line_edit : LineEdit
func _ready():
name_line_edit = get_node(name_imput_path)
container = get_node(container_path)
var fb : Button = null
for i in range(Entities.get_player_character_data_count()):
var d : EntityData = Entities.get_player_character_data_index(i)
var ce : Button = character_entry.instance() as Button
if fb == null:
fb = ce
container.add_child(ce)
ce.owner = container
ce.id = d.id
ce.set_class_name(d.entity_class_data.text_name)
ce.group = character_creation_button_group
if fb != null:
fb.pressed = true
func create() -> void:
if name_line_edit.text == "":
return
var file_name : String = "user://" + character_folder + "/" + name_line_edit.text
var f : File = File.new()
if f.file_exists(file_name):
return
var active : BaseButton = character_creation_button_group.get_pressed_button()
var id : int = active.id
var ent : Entity = Entities.spawn_player_for_menu(id, name_line_edit.text, self)
if f.open(file_name, File.WRITE) == OK:
f.store_string(to_json(ent.to_dict()))
f.close()
ent.queue_free()
get_node(menu_path).switch_to_menu(Menu.StartMenuTypes.CHARACTER_SELECT)