added remix support for weapon tracks

This commit is contained in:
2025-10-20 21:29:17 +11:00
parent 1494026aac
commit 28b2172bc8
7 changed files with 192 additions and 53 deletions

View File

@@ -6,18 +6,23 @@ signal cards_remixed(cards_consumed: Array[Card], cards_created: Array[Card])
@export var drag_feature: FeatureUI
@export var sample_library: VBoxContainer
@export var feature_scene: PackedScene
@export var parts: HBoxContainer
@export var tower_parts: HBoxContainer
@export var weapon_parts: HBoxContainer
@export var drop_down: OptionButton
@export var card_desc: CardDescriptionUI
@export var check_button: CheckButton
const FEATURE_SLOTS: int = 6
var dragging: bool = false
var hovered_feature: Feature
var hovered_drop_slot: int = -2
var feature_uis: Array[FeatureUI]
var hovered_drop_track: int = 0
var tower_feature_uis: Array[FeatureUI]
var weapon_feature_uis: Array[FeatureUI]
var features_list: Array[Feature]
var slots: Array[VBoxContainer]
var tower_slots: Array[VBoxContainer]
var weapon_slots: Array[VBoxContainer]
var cards: Array[Card]
var card_selected: Card
var temp_card: Card
@@ -27,8 +32,10 @@ func _ready() -> void:
#populate_sample_library()
#populate_feature_slots()
card_desc.hide_features()
parts.mouse_entered.connect(set_hovered_drop_slot.bind(-1))
parts.mouse_exited.connect(unset_hovered_drop_slot)
tower_parts.mouse_entered.connect(set_hovered_drop_slot.bind(-1, 0))
weapon_parts.mouse_entered.connect(set_hovered_drop_slot.bind(-1, 1))
tower_parts.mouse_exited.connect(unset_hovered_drop_slot)
weapon_parts.mouse_exited.connect(unset_hovered_drop_slot)
func _process(_delta: float) -> void:
@@ -45,16 +52,21 @@ func _input(event: InputEvent) -> void:
func select_card(option: int) -> void:
for feature_ui: FeatureUI in feature_uis:
for feature_ui: FeatureUI in tower_feature_uis:
feature_ui.queue_free()
feature_uis = []
tower_feature_uis = []
for feature_ui: FeatureUI in weapon_feature_uis:
feature_ui.queue_free()
weapon_feature_uis = []
card_selected = cards[option]
temp_card = card_selected.duplicate()
temp_card.tower_stats = temp_card.tower_stats.get_duplicate()
temp_card.weapon_stats = temp_card.weapon_stats.get_duplicate()
card_desc.set_card(temp_card, true)
card_desc.set_card(temp_card, check_button.button_pressed)
for feature: Feature in temp_card.tower_stats.features:
add_feature(feature, false)
add_feature(feature, 0, false)
for feature: Feature in temp_card.weapon_stats.features:
add_feature(feature, 1, false)
func add_option(card_options: Array[Card]) -> void:
@@ -95,43 +107,56 @@ func populate_sample_library() -> void:
func populate_feature_slots() -> void:
for x: int in FEATURE_SLOTS:
var vbox: VBoxContainer = VBoxContainer.new()
var label: Label = Label.new()
match slots.size():
0: label.text = tr("SLOT_FIRST")
1: label.text = tr("SLOT_SECOND")
2: label.text = tr("SLOT_THIRD")
3: label.text = tr("SLOT_FOURTH")
4: label.text = tr("SLOT_FIFTH")
5: label.text = tr("SLOT_SIXTH")
label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
vbox.add_child(label)
vbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL
vbox.mouse_filter = Control.MOUSE_FILTER_STOP
vbox.mouse_entered.connect(set_hovered_drop_slot.bind(slots.size()))
vbox.mouse_entered.connect(set_hovered_drop_slot.bind(tower_slots.size(), 0))
vbox.mouse_exited.connect(unset_hovered_drop_slot)
parts.add_child(vbox)
slots.append(vbox)
tower_parts.add_child(vbox)
tower_slots.append(vbox)
for x: int in FEATURE_SLOTS:
var vbox: VBoxContainer = VBoxContainer.new()
vbox.size_flags_horizontal = Control.SIZE_EXPAND_FILL
vbox.mouse_filter = Control.MOUSE_FILTER_STOP
vbox.mouse_entered.connect(set_hovered_drop_slot.bind(weapon_slots.size(), 1))
vbox.mouse_exited.connect(unset_hovered_drop_slot)
weapon_parts.add_child(vbox)
weapon_slots.append(vbox)
func add_feature(feature: Feature, modify_resource: bool = true) -> void:
if hovered_drop_slot >= 0 and hovered_drop_slot < feature_uis.size():
change_feature(feature_uis[hovered_drop_slot], feature)
elif feature_uis.size() < FEATURE_SLOTS:
var feature_visual: FeatureUI = feature_scene.instantiate()
feature_visual.set_feature(feature)
slots[feature_uis.size()].add_child(feature_visual)
feature_uis.append(feature_visual)
if modify_resource:
temp_card.tower_stats.features.append(feature)
card_desc.set_card(temp_card, true)
func add_feature(feature: Feature, track: int, modify_resource: bool = true) -> void:
if track == 0:
if hovered_drop_slot >= 0 and hovered_drop_slot < tower_feature_uis.size():
change_feature(tower_feature_uis[hovered_drop_slot], feature, 0)
elif tower_feature_uis.size() < FEATURE_SLOTS:
var feature_visual: FeatureUI = feature_scene.instantiate()
feature_visual.set_feature(feature)
tower_slots[tower_feature_uis.size()].add_child(feature_visual)
tower_feature_uis.append(feature_visual)
if modify_resource:
temp_card.tower_stats.features.append(feature)
card_desc.set_card(temp_card, check_button.button_pressed)
elif track == 1:
if hovered_drop_slot >= 0 and hovered_drop_slot < weapon_feature_uis.size():
change_feature(weapon_feature_uis[hovered_drop_slot], feature, 1)
elif weapon_feature_uis.size() < FEATURE_SLOTS:
var feature_visual: FeatureUI = feature_scene.instantiate()
feature_visual.set_feature(feature)
weapon_slots[weapon_feature_uis.size()].add_child(feature_visual)
weapon_feature_uis.append(feature_visual)
if modify_resource:
temp_card.weapon_stats.features.append(feature)
card_desc.set_card(temp_card, check_button.button_pressed)
func change_feature(existing_feature: FeatureUI, new_feature: Feature) -> void:
func change_feature(existing_feature: FeatureUI, new_feature: Feature, track: int) -> void:
existing_feature.set_feature(new_feature)
var i: int = feature_uis.find(existing_feature)
temp_card.tower_stats.features[i] = new_feature
card_desc.set_card(temp_card, true)
if track == 0:
var i: int = tower_feature_uis.find(existing_feature)
temp_card.tower_stats.features[i] = new_feature
elif track == 1:
var i: int = weapon_feature_uis.find(existing_feature)
temp_card.weapon_stats.features[i] = new_feature
card_desc.set_card(temp_card, check_button.button_pressed)
func attach_feat_to_mouse(feature: Feature) -> void:
@@ -143,7 +168,7 @@ func attach_feat_to_mouse(feature: Feature) -> void:
func detach_feat_from_mouse() -> void:
drag_feature.visible = false
if hovered_drop_slot >= -1 and dragging == true:
add_feature(drag_feature.feature)
add_feature(drag_feature.feature, hovered_drop_track)
dragging = false
@@ -155,12 +180,14 @@ func unset_hovered_feature() -> void:
hovered_feature = null
func set_hovered_drop_slot(slot: int = -2) -> void:
func set_hovered_drop_slot(slot: int = -2, track: int = 0) -> void:
hovered_drop_slot = slot
hovered_drop_track = track
func unset_hovered_drop_slot() -> void:
hovered_drop_slot = -2
hovered_drop_track = -1
func _on_cancel_button_pressed() -> void:
@@ -177,3 +204,7 @@ func _on_confirm_button_pressed() -> void:
cards_to_add.append(temp_card)
cards_remixed.emit(cards_to_remove, cards_to_add)
queue_free()
func _on_check_button_toggled(toggled_on: bool) -> void:
card_desc.set_card(temp_card, toggled_on)