test-client-godot/login_scene/character_selection_menu.gd

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7 KiB
GDScript3
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extends Control
signal character_selected( slot )
signal return_button_pressed
var preview_slot = 0
var character_preview = null
var character_mesh = null
var name_input = null
func update_character_slots():
var config_file = ConfigFile.new()
var err = config_file.load( "user://player.cfg" )
if err:
print("Error code when loading player config file: ", err)
var useds_slot = []
var last_slot = 0
for section in config_file.get_sections():
useds_slot.append( int(section) )
if not has_node( "h_box_container/character_slots/slot_box_"+section ):
last_slot = int(section)
var character_name = config_file.get_value( section, "name" )
if not character_name:
character_name = "NameNotFound"
var slot_box = HBoxContainer.new()
slot_box.name = "slot_box_"+section
slot_box.size_flags_horizontal = SIZE_FILL
slot_box.size_flags_vertical = SIZE_EXPAND
slot_box.set( "custom_constants/separation", 8)
$h_box_container/character_slots.add_child( slot_box )
slot_box.set_owner( $h_box_container/character_slots )
slot_box.connect( "mouse_entered", self, "_on_name_mouse_entered_pressed", [int(section)] )
var label_name = Label.new()
label_name.text = character_name#+ " ("+section+")"
slot_box.add_child( label_name )
label_name.set_owner( slot_box )
# label_name.connect( "mouse_entered", self, "_on_name_mouse_entered_pressed", [int(section)] )
var choose_button = Button.new()
choose_button.text = "Choisir"#+ " ("+section+")"
# choose_button.mouse_filter = MOUSE_FILTER_PASS
slot_box.add_child( choose_button )
choose_button.set_owner( slot_box )
choose_button.connect( "pressed", self, "_on_choose_pressed", [int(section)] )
choose_button.connect( "mouse_entered", self, "_on_name_mouse_entered_pressed", [int(section)] )
var delete_button = Button.new()
delete_button.text = "Supprimer"#+ " ("+section+")"
# delete_button.mouse_filter = MOUSE_FILTER_PASS
slot_box.add_child( delete_button )
delete_button.set_owner( slot_box )
delete_button.connect( "pressed", self, "_on_delete_pressed", [int(section), slot_box] )
delete_button.connect( "mouse_entered", self, "_on_name_mouse_entered_pressed", [int(section)] )
if has_node( "h_box_container/character_slots/creation_button" ):
$h_box_container/character_slots/creation_button.free()
var index = 0
while index in useds_slot:
index += 1
var next_slot = index
var create_new_characer_button = Button.new()
create_new_characer_button.name = "creation_button"
create_new_characer_button.text = "Créer"#+" ("+str(next_slot)+")"
create_new_characer_button.hint_tooltip = "Create a new character"
$h_box_container/character_slots.add_child( create_new_characer_button )
create_new_characer_button.set_owner( $h_box_container/character_slots )
create_new_characer_button.connect( "pressed", self, "_on_create_pressed", [next_slot] )
func _ready():
self.character_preview = $viewport/character
self.character_mesh = $viewport/character.get_node("MeshInstance")
self.name_input = $h_box_container/character_creation_box/margin_container/v_box_container/name_box/line_edit
self.character_preview.update()
# var parent = character.get_parent()
# parent.remove_child( character )
# $viewport.add_child( character )
update_character_slots()
func _on_character_slots_return_button_pressed():
emit_signal( "return_button_pressed" )
func _on_create_pressed( slot ):
self.character_preview.slot = slot
$h_box_container/character_slots.hide()
$h_box_container/character_creation_box.show()
self.character_preview.update()
func _on_choose_pressed( slot ):
emit_signal( "character_selected", slot )
func _on_delete_pressed( slot, node_to_delete ):
var config_file = ConfigFile.new()
var err = config_file.load( "user://player.cfg" )
if err:
print("Error code when loading player config file: ", err)
config_file.erase_section( str(slot) )
config_file.save( "user://player.cfg" )
var parent = node_to_delete.get_parent()
parent.remove_child( node_to_delete )
update_character_slots()
func _on_name_mouse_entered_pressed( slot ):
preview_slot = slot
update_preview()
func update_preview():
var slot = preview_slot
var config_file = ConfigFile.new()
var err = config_file.load( "user://player.cfg" )
if err:
print("Error code when loading player config file: ", err)
if config_file.has_section( str(slot) ):
# Color
var color = config_file.get_value( str(slot), "color" )
if not color:
color = Color( 1, 0.25, 0.25, 1 )
character_mesh.get_surface_material(0).set_shader_param("albedo", color )
# Size
var size = config_file.get_value( str(slot), "size" )
if not size:
size = 1
character_preview.scale = Vector3( size, size, size )
func _on_character_creation_box_return_button_pressed():
$h_box_container/character_slots.show()
$h_box_container/character_creation_box.hide()
func _on_character_creation_box_creation_button_pressed():
if not self.name_input.text or self.name_input.text == "":
$h_box_container/character_creation_box.show_error( "You need to choose a character's name." )
return
character_preview.pseudo = self.name_input.text
# character.color = character_mesh.get_surface_material(0).get_shader_param("albedo")
# character.size = character_mesh.scale.x
var config_file = ConfigFile.new()
var err = config_file.load( "user://player.cfg" )
if err:
print("Error code when loading player config file: ", err)
config_file.set_value( str(character.slot), "name", character.pseudo)
config_file.set_value( str(character.slot), "color", character.color)
config_file.set_value( str(character.slot), "size", character.size)
config_file.save( "user://player.cfg" )
$h_box_container/character_slots.show()
$h_box_container/character_creation_box.hide()
update_character_slots()
func _on_character_creation_box_character_changed():
self.character_preview.update()
func _on_character_creation_box_sex_bar_changed( value ):
if value == 0:
self.character_preview.gender = 0
self.character_preview.color = Color( 0.0, 0.0, 1.0, 1.0 )
else:
self.character_preview.gender = 1
self.character_preview.color = Color( 1.0, 0.25, 0.25, 1.0 )
self.character_preview.update()
func _on_character_creation_box_size_bar_changed( value ):
self.character_preview.size = value
self.character_preview.update()