Files
Decked-Out-Defense/track_editor.gd

211 lines
6.9 KiB
GDScript

class_name TrackEditor
extends Control
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 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 hovered_drop_track: int = 0
var tower_feature_uis: Array[FeatureUI]
var weapon_feature_uis: Array[FeatureUI]
var features_list: Array[Feature]
var tower_slots: Array[VBoxContainer]
var weapon_slots: Array[VBoxContainer]
var cards: Array[Card]
var card_selected: Card
var temp_card: Card
func _ready() -> void:
#populate_sample_library()
#populate_feature_slots()
card_desc.hide_features()
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:
drag_feature.position = get_viewport().get_mouse_position()
func _input(event: InputEvent) -> void:
if event is InputEventMouseButton:
if event.pressed == true and event.button_index == 1:
if hovered_feature != null:
attach_feat_to_mouse(hovered_feature)
if event.pressed == false and event.button_index == 1:
detach_feat_from_mouse()
func select_card(option: int) -> void:
for feature_ui: FeatureUI in tower_feature_uis:
feature_ui.queue_free()
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, check_button.button_pressed)
for feature: Feature in temp_card.tower_stats.features:
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:
cards = card_options
for card: Card in cards:
drop_down.add_item(tr(card.display_name))
drop_down.select(0)
select_card(0)
populate_sample_library()
func populate_sample_library() -> void:
for card: Card in cards:
for feature: Feature in card.tower_stats.features:
if !features_list.has(feature):
features_list.append(feature)
for feature: Feature in card.weapon_stats.features:
if !features_list.has(feature):
features_list.append(feature)
var i: int = 0
var hbox: HBoxContainer
for feature: Feature in features_list:
if i == 0:
hbox = HBoxContainer.new()
sample_library.add_child(hbox)
var feat: FeatureUI = feature_scene.instantiate() as FeatureUI
feat.set_feature(feature)
feat.mouse_filter = Control.MOUSE_FILTER_PASS
feat.size_flags_horizontal = Control.SIZE_EXPAND_FILL
feat.mouse_entered.connect(set_hovered_feature.bind(feat.feature))
hbox.add_child(feat)
i += 1
if i == 3:
i = 0
sample_library.mouse_exited.connect(unset_hovered_feature)
func populate_feature_slots() -> void:
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(tower_slots.size(), 0))
vbox.mouse_exited.connect(unset_hovered_drop_slot)
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, 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, track: int) -> void:
existing_feature.set_feature(new_feature)
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:
drag_feature.set_feature(feature)
drag_feature.visible = true
dragging = true
func detach_feat_from_mouse() -> void:
drag_feature.visible = false
if hovered_drop_slot >= -1 and dragging == true:
add_feature(drag_feature.feature, hovered_drop_track)
dragging = false
func set_hovered_feature(feature: Feature) -> void:
hovered_feature = feature
func unset_hovered_feature() -> void:
hovered_feature = null
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:
var cards_to_remove: Array[Card] = []
var cards_to_add: Array[Card] = []
cards_remixed.emit(cards_to_remove, cards_to_add)
queue_free()
func _on_confirm_button_pressed() -> void:
var cards_to_remove: Array[Card] = []
var cards_to_add: Array[Card] = []
cards_to_remove.append(card_selected)
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)