broken_seals_roguelike/game/ui/unitframes/TargetUnitframe.gd

116 lines
3.6 KiB
GDScript

extends UnitFrame
# 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 aura_entry_scene : PackedScene
export (NodePath) var name_text_path : NodePath
export (NodePath) var health_range_path : NodePath
export (NodePath) var health_text_path : NodePath
export (NodePath) var aura_grid_path : NodePath
var _name_text : Label
var _health_range : Range
var _health_text : Label
var _aura_grid : GridContainer
var _player : Entity
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
_name_text = get_node(name_text_path) as Label
_health_range = get_node(health_range_path) as Range
_health_text = get_node(health_text_path) as Label
_aura_grid = get_node(aura_grid_path) as GridContainer
func set_player(p_player : Entity) -> void:
if not _player == null and is_instance_valid(_player):
_player.get_health().disconnect("c_changed", self, "_on_player_health_changed")
_player.disconnect("caura_added", self, "on_caura_added")
_player.disconnect("caura_removed", self, "on_caura_removed")
_player.disconnect("cdied", self, "cdied")
for a in _aura_grid.get_children():
_aura_grid.remove_child(a)
a.queue_free();
_player = null
set_process(false)
if p_player == null:
hide()
return
_player = p_player
for index in range(_player.cget_aura_count()):
var aura : AuraData = _player.cget_aura(index)
on_caura_added(aura)
_player.connect("caura_added", self, "on_caura_added")
_player.connect("caura_removed", self, "on_caura_removed")
_player.connect("cdied", self, "cdied")
var health = _player.get_health()
_on_player_health_changed(health)
health.connect("c_changed", self, "_on_player_health_changed")
_name_text.text = _player.centity_name
set_process(true)
show()
func on_caura_added(aura_data : AuraData) -> void:
var created_node : Node = aura_entry_scene.instance()
_aura_grid.add_child(created_node)
created_node.owner = _aura_grid
created_node.set_aura_data(aura_data)
func on_caura_removed(aura_data : AuraData) -> void:
for bn in _aura_grid.get_children():
if bn.get_aura_data() == aura_data:
_aura_grid.remove_child(bn)
bn.queue_free()
return
func _on_player_health_changed(health : Stat) -> void:
if health.cmax == 0:
_health_range.min_value = 0
_health_range.max_value = 1
_health_range.value = 0
_health_text.text = ""
return
_health_range.min_value = 0
_health_range.max_value = health.cmax
_health_range.value = health.ccurrent
_health_text.text = str(health.ccurrent) + "/" + str(health.cmax)
func cdied(entity : Entity) -> void:
set_player(null)