test-client-godot/scenes/GUI/character_selection/character_selection_menu.gd

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2.6 KiB
GDScript3
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extends Control
signal character_selected( slot )
signal return_button_pressed
func _ready():
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 last_slot = 0
for section in config_file.get_sections():
last_slot = int(section)
var character_name = config_file.get_value( section, "name" )
var slot_box = HBoxContainer.new()
slot_box.size_flags_horizontal = SIZE_FILL
slot_box.size_flags_vertical = SIZE_EXPAND
$h_box_container/character_slots.add_child( slot_box )
slot_box.set_owner( $h_box_container/character_slots )
var label_name = Label.new()
label_name.text = character_name
slot_box.add_child( label_name )
label_name.set_owner( slot_box )
var choose_button = Button.new()
choose_button.text = "choose"
slot_box.add_child( choose_button )
choose_button.set_owner( slot_box )
choose_button.connect( "pressed", self, "_on_choose_pressed", [int(section)] )
var delete_button = Button.new()
delete_button.text = "delete"
slot_box.add_child( delete_button )
delete_button.set_owner( slot_box )
delete_button.connect( "pressed", self, "_on_delete_pressed", [int(section), slot_box] )
var create_new_characer_button = Button.new()
create_new_characer_button.text = "Create"
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_choose_pressed", [int(last_slot)+1] )
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func _on_return_button_pressed():
emit_signal( "return_button_pressed" )
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 )
func _on_slot0_character_button_pressed():
emit_signal( "character_selected", 0 )
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func _on_slot1_character_button_pressed():
emit_signal( "character_selected", 1 )
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