mtd/Scenes/Menus/CharacterSelect/character_select.gd

80 lines
2.5 KiB
GDScript

class_name CharacterSelect extends Node3D
signal hero_selected(hero_class: int)
signal hero_confirmed()
@export var hero_preview_panel: CharacterPreview
var podiums: Array[CharacterPodium]
var character_selected: int = 0
var can_hit_button: bool = true
func _ready() -> void:
hero_preview_panel.set_preview(Data.characters[0])
var heroes: int = Data.characters.size()
var x: int = 0
for hero: HeroClass in Data.characters:
var pivot: Node3D = Node3D.new()
$Podiums.add_child(pivot)
var podium: CharacterPodium = hero.podium.instantiate() as CharacterPodium
podium.position = Vector3(0.0, -0.5, 5.0)
podiums.append(podium)
pivot.add_child(podium)
pivot.rotate_y((TAU / heroes) * x)
x += 1
podiums[0].show_content()
if Data.save_data.mage_unlocked:
podiums[1].show_content()
func reset_button() -> void:
can_hit_button = true
func setup_ui() -> void:
#TODO: This should all tie into a proper achievements system
if character_selected == 0 or (character_selected == 1 and Data.save_data.mage_unlocked):
$VBoxContainer/Button.disabled = false
hero_preview_panel.set_preview(Data.characters[character_selected])
hero_selected.emit(character_selected)
elif character_selected == 1 and !Data.save_data.mage_unlocked and Data.save_data.mage_card_seen_in_shop:
hero_preview_panel.setup_with_basic_text(Data.characters[character_selected], "Buy " + str(Data.save_data.mage_cards_bought) + "/10 scrolls in the shop to unlock")
else:
$VBoxContainer/Button.disabled = true
hero_preview_panel.setup_with_basic_text(Data.characters[character_selected], podiums[character_selected].text)
func retreat_selector() -> void:
if !can_hit_button:
return
can_hit_button = false
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_CUBIC)
tween.tween_property($Node3D, "rotation_degrees", Vector3(0.0, $Node3D.rotation_degrees.y - 90.0, 0.0), 1.0)
tween.tween_callback(reset_button)
character_selected -= 1
if character_selected < 0:
character_selected = Data.characters.size() - 1
setup_ui()
func advance_selector() -> void:
if !can_hit_button:
return
can_hit_button = false
var tween: Tween = create_tween()
tween.set_ease(Tween.EASE_OUT)
tween.set_trans(Tween.TRANS_CUBIC)
tween.tween_property($Node3D, "rotation_degrees", Vector3(0.0, $Node3D.rotation_degrees.y + 90.0, 0.0), 1.0)
tween.tween_callback(reset_button)
character_selected += 1
if character_selected >= Data.characters.size():
character_selected = 0
setup_ui()
func _on_confirm_button_pressed() -> void:
hero_confirmed.emit()