mirror of
https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-14 10:57:19 +01:00
129 lines
4.1 KiB
GDScript
129 lines
4.1 KiB
GDScript
extends CenterContainer
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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(NodePath) var main_container_path : NodePath
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export(NodePath) var popup_path : NodePath
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export(NodePath) var aura_name_label_path : NodePath
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export(NodePath) var aura_description_label_path : NodePath
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export(NodePath) var icon_rect_path : NodePath
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export(NodePath) var rank_label_path : NodePath
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export(NodePath) var upgrade_button_path : NodePath
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export(int) var culomn : int
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var _main_container : Control
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var _popup : PopupPanel
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var _aura_name_label : Label
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var _aura_description_label : Label
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var _icon_rect : TextureRect
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var _rank_label : Label
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var _upgrade_button : Button
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var _row : int
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var _spec_index : int
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var _player : Entity
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var _spec : CharacterSpec
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func _ready() -> void:
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_main_container = get_node(main_container_path) as Control
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_popup = get_node(popup_path) as PopupPanel
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_aura_name_label = get_node(aura_name_label_path) as Label
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_aura_description_label = get_node(aura_description_label_path) as Label
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_icon_rect = get_node(icon_rect_path) as TextureRect
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_rank_label = get_node(rank_label_path) as Label
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_upgrade_button = get_node(upgrade_button_path) as Button
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func set_player(player : Entity, spec : CharacterSpec, spec_index : int, row : int, pculomn : int) -> void:
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if _player != null:
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_player.disconnect("cclass_talent_learned", self, "ctalent_learned")
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_player.disconnect("ccharacter_talent_learned", self, "ctalent_learned")
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_player.disconnect("cclass_talent_reset", self, "ctalent_reset")
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_player.disconnect("ccharacter_talent_reset", self, "ctalent_reset")
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_row = row
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_spec = spec
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_player = player
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_spec_index = spec_index
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culomn = pculomn
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_player.connect("cclass_talent_learned", self, "ctalent_learned")
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_player.connect("ccharacter_talent_learned", self, "ctalent_learned")
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_player.connect("cclass_talent_reset", self, "ctalent_reset")
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_player.connect("ccharacter_talent_reset", self, "ctalent_reset")
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refresh()
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func refresh() -> void:
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if _spec.get_talent(_row, culomn, 0) == null:
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_main_container.hide()
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return
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var rank_count : int = 0
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var known_rank_count : int = 0
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for i in range(_spec.get_num_ranks(_row, culomn)):
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var a : Aura = _spec.get_talent(_row, culomn, i)
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if a == null:
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break
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if _player.class_talent_hasc(a.id):
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known_rank_count += 1
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rank_count += 1
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var ridx : int = known_rank_count - 1
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if rank_count == known_rank_count:
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_upgrade_button.hide()
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else:
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ridx += 1
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_upgrade_button.show()
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var aura : Aura = _spec.get_talent(_row, culomn, ridx)
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_aura_name_label.text = aura.text_name
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_aura_description_label.text = aura.text_description
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_icon_rect.texture = aura.icon
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_rank_label.text = str(known_rank_count) + "/" + str(rank_count)
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func open_popup() -> void:
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var p : Vector2 = rect_global_position
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p.x += rect_size.x
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_popup.popup(Rect2(p, _popup.rect_size))
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func upgrade():
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_player.class_talent_crequest_learn(_spec_index, _row, culomn)
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func ctalent_learned(entity: Entity, talent_id: int) -> void:
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refresh()
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func ctalent_reset(entity: Entity) -> void:
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refresh()
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