mirror of
https://github.com/Relintai/broken_seals_roguelike.git
synced 2024-11-14 10:57:19 +01:00
293 lines
8.2 KiB
GDScript
293 lines
8.2 KiB
GDScript
extends Button
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# Copyright (c) 2019 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 button_path : NodePath
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export (NodePath) var icon_path : NodePath
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export (NodePath) var cooldown_indicator_path : NodePath
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export (NodePath) var cooldown_text_path : NodePath
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export (NodePath) var keybind_text_path : NodePath
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var button : Button
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var icon_rect : TextureRect
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var cooldown_indicator : TextureProgress
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var cooldown_text : Label
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var keybind_text : Label
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var button_entry : ActionBarButtonEntry
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var player : Entity
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var spell_id : int = 0
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var spell_type : int = 0
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var cd : Cooldown = null
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var categ_cd : CategoryCooldown = null
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var has_gcd : bool = false
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var gcd : float = 0.0
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func _ready() -> void:
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button = get_node(button_path) as Button
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icon_rect = get_node(icon_path) as TextureRect
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cooldown_indicator = get_node(cooldown_indicator_path) as TextureProgress
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cooldown_text = get_node(cooldown_text_path) as Label
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keybind_text = get_node(keybind_text_path) as Label
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button.connect("pressed", self, "_on_button_pressed")
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func _exit_tree():
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if icon_rect.texture != null:
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ThemeAtlas.unref_texture(icon_rect.texture)
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func _process(delta : float) -> void:
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if cd == null and categ_cd == null and gcd < 0.001:
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set_process(false)
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hide_cooldown_timer()
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return
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if gcd > 0.001:
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gcd -= delta
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if gcd < 0:
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gcd = 0
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var value : float = gcd
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if cd != null and cd.remaining > value:
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value = cd.remaining
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if categ_cd != null and categ_cd.remaining > value:
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value = categ_cd.remaining
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set_cooldown_time(value)
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func set_cooldown_time(time : float) -> void:
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cooldown_indicator.value = time
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cooldown_text.text = str(int(time))
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func show_cooldown_timer(max_time : float) -> void:
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if cooldown_indicator.visible and cooldown_indicator.max_value < max_time:
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cooldown_indicator.max_value = max_time
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if not cooldown_indicator.visible:
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cooldown_indicator.max_value = max_time
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cooldown_indicator.show()
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cooldown_text.show()
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func hide_cooldown_timer() -> void:
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cooldown_indicator.hide()
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cooldown_text.hide()
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func set_button_entry(action_bar_button_entry: ActionBarButtonEntry, p_player: Entity) -> void:
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player = p_player
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button_entry = action_bar_button_entry
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var iea : InputEventAction = InputEventAction.new()
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var action_name : String = "actionbar_" + str(action_bar_button_entry.action_bar_id) + "_" + str(action_bar_button_entry.slot_id)
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if not InputMap.has_action(action_name):
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InputMap.add_action(action_name)
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var action_list : Array = InputMap.get_action_list(action_name)
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for action in action_list:
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if action is InputEventKey:
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var s : String = ""
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if action.shift:
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s += "S-"
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if action.alt:
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s += "A-"
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if action.control:
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s += "C-"
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if action.command:
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s += "Co-"
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if action.meta:
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s += "M-"
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s += char(action.scancode)
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keybind_text.text = s
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iea.action = action_name
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iea.pressed = true
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var sc : ShortCut = ShortCut.new()
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sc.shortcut = iea
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shortcut = sc
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setup_icon()
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func setup_icon() -> void:
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if (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_NONE):
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if icon_rect.texture != null:
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ThemeAtlas.unref_texture(icon_rect.texture)
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icon_rect.texture = null
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elif (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_SPELL):
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if (button_entry.item_id == 0):
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if icon_rect.texture != null:
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ThemeAtlas.unref_texture(icon_rect.texture)
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icon_rect.texture = null
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return
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if icon_rect.texture != null:
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ThemeAtlas.unref_texture(icon_rect.texture)
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icon_rect.texture = null
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var spell = Entities.get_spell(button_entry.item_id)
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if spell.icon != null:
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icon_rect.texture = ThemeAtlas.add_texture(spell.icon)
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# icon_rect.texture = spell.icon
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spell_id = spell.id
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spell_type = spell.spell_type
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has_gcd = spell.cooldown_global_cooldown
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func _on_button_pressed() -> void:
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if (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_SPELL):
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if (button_entry.item_id == 0):
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return
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player.crequest_spell_cast(button_entry.item_id)
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func set_button_entry_data(type: int, item_id: int) -> void:
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button_entry.type = type
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button_entry.itekm_id = item_id
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setup_icon()
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func get_drag_data(pos: Vector2) -> Object:
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if (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_NONE):
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return null
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if player.actionbar_locked:
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return null
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var tr = TextureRect.new()
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tr.texture = icon_rect.texture
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tr.expand = true
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tr.rect_size = icon_rect.rect_size
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set_drag_preview(tr)
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var esd = ESDragAndDrop.new()
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if (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_SPELL):
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esd.type = ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_SPELL
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elif (button_entry.type == ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_ITEM):
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esd.type = ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_ITEM
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esd.item_id = button_entry.item_id
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button_entry.type = ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_NONE
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button_entry.item_id = 0
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# Profiles.save()
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setup_icon()
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return esd
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func can_drop_data(pos, data) -> bool:
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return data.is_class("ESDragAndDrop")
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func drop_data(pos, esd) -> void:
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if (esd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_SPELL):
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button_entry.type = ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_SPELL
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elif (esd.type == ESDragAndDrop.ES_DRAG_AND_DROP_TYPE_ITEM):
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button_entry.type = ActionBarButtonEntry.ACTION_BAR_BUTTON_ENTRY_TYPE_ITEM
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button_entry.item_id = esd.item_id
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setup_icon()
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func set_player(p_player: Entity) -> void:
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if not player == null:
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player.disconnect("ccooldown_added", self, "_ccooldown_added")
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player.disconnect("ccooldown_removed", self, "_ccooldown_removed")
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player.disconnect("ccategory_cooldown_added", self, "_ccategory_cooldown_added")
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player.disconnect("ccategory_cooldown_removed", self, "_ccategory_cooldown_removed")
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player.disconnect("cgcd_started", self, "_cgcd_started")
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player.disconnect("cgcd_finished", self, "_cgcd_finished")
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player = null
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player = p_player
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if player == null:
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return
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# for i in range(player.getc_cooldown_count()):
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# var cooldown : Cooldown = player.getc_cooldown(i)
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player.connect("ccooldown_added", self, "_ccooldown_added")
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player.connect("ccooldown_removed", self, "_ccooldown_removed")
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player.connect("ccategory_cooldown_added", self, "_ccategory_cooldown_added")
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player.connect("ccategory_cooldown_removed", self, "_ccategory_cooldown_removed")
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player.connect("cgcd_started", self, "_cgcd_started")
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player.connect("cgcd_finished", self, "_cgcd_finished")
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func _ccooldown_added(cooldown : Cooldown) -> void:
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if cooldown.spell_id == spell_id:
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cd = cooldown
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set_process(true)
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show_cooldown_timer(cooldown.remaining)
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func _ccooldown_removed(cooldown : Cooldown) -> void:
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if cooldown.spell_id == spell_id:
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cd = null
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func _ccategory_cooldown_added(cooldown : CategoryCooldown) -> void:
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if cooldown.category_id == spell_type:
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categ_cd = cooldown
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set_process(true)
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show_cooldown_timer(cooldown.remaining)
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func _ccategory_cooldown_removed(cooldown : CategoryCooldown) -> void:
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if cooldown.category_id == spell_type:
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categ_cd = null
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func _cgcd_started(value :float) -> void:
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if not has_gcd:
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return
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gcd = value
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show_cooldown_timer(value)
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set_process(true)
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func _cgcd_finished() -> void:
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gcd = 0
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