mirror of
https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-14 10:57:19 +01:00
117 lines
3.3 KiB
GDScript
117 lines
3.3 KiB
GDScript
extends Button
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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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export(int) var equip_slot : int
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export(NodePath) var texture_path : NodePath
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var _texture : TextureRect
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var _tooltip : Popup
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var _player : Entity
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var _item_instance : ItemInstance
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func _ready():
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_texture = get_node(texture_path) as TextureRect
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connect("button_up", self, "_on_button_pressed")
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func set_tooltip_node(tooltip : Popup) -> void:
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_tooltip = tooltip
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func set_player(player: Entity) -> void:
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if _player != null:
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_player.disconnect("equip_con_success", self, "equip_con_success")
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_player = player
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if _player == null:
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return
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_player.connect("equip_con_success", self, "equip_con_success")
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func drop_data(position, data):
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if _player == null:
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return
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var dd : ESDragAndDrop = data as ESDragAndDrop
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if dd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_EQUIPPED_ITEM:
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#todo
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return
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if dd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_INVENTORY_ITEM:
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_player.equip_crequest(equip_slot, dd.get_meta("slot_id"))
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func can_drop_data(position, data):
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if _player == null:
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return false
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if data is ESDragAndDrop and (data.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_EQUIPPED_ITEM or
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data.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_INVENTORY_ITEM):
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return true
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return false
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func get_drag_data(position):
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if _item_instance == null:
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return null
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var tr = TextureRect.new()
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tr.texture = _texture.texture
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tr.expand = true
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tr.rect_size = _texture.rect_size
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set_drag_preview(tr)
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var esd = ESDragAndDrop.new()
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esd.origin = self
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esd.type = ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_EQUIPPED_ITEM
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esd.item_path = _item_instance.item_template.resource_path
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esd.set_meta("equip_slot_id", equip_slot)
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return esd
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func equip_con_success(entity: Entity, pequip_slot: int, item: ItemInstance, old_item: ItemInstance, bag_slot: int):
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if equip_slot != pequip_slot:
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return
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_item_instance = item
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if item == null:
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_texture.texture = null
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return
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_texture.texture = item.item_template.icon
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func _on_button_pressed() -> void:
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#func _pressed():
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if _tooltip != null and _item_instance != null:
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var pos : Vector2 = rect_global_position
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pos.x += rect_size.x
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_tooltip.set_item(_player, _item_instance)
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_tooltip.popup(Rect2(pos, _tooltip.rect_size))
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# _tooltip.pac
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