nettoyage commentaire obsoletes et ajout d'un bouton deconnexion (WIP).
This commit is contained in:
parent
d7070c14e5
commit
f6e00035e8
12 changed files with 90 additions and 76 deletions
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@ -1,20 +1,20 @@
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extends Node
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signal logout_button_pressed
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const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title"
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func _ready():
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change_title()
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get_tree().get_root().connect("size_changed", self, "on_window_size_changed")
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global.character = get_node( "Game/Character" )
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global.character_camera = get_node( "Game/Character/Camera_rotation_helper/Camera" )
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global.character.get_node( "MeshInstance" ).get_surface_material(0).albedo_color = global.character_color
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$Game/Character.get_node( "MeshInstance" ).get_surface_material(0).albedo_color = global.character_color
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print( str(global.character_name) )
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print( str(global.character_color) )
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$GUI.pause()
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global.character_camera.make_current()
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self.connect( "logout_button_pressed", self.get_parent(), "_on_logout_button_pressed" )
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func _process(delta):
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pass
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@ -29,3 +29,8 @@ func change_title():
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title = title_node.text.strip_edges()
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title += " (" + String(OS.get_window_size().x) + "x" + String(OS.get_window_size().y) + ")"
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OS.set_window_title( title )
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func _on_GUI_logout_button_pressed():
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emit_signal( "logout_button_pressed" )
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# global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
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@ -16,4 +16,6 @@ _sections_unfolded = [ "Pause" ]
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pause_mode = 2
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_sections_unfolded = [ "Margin", "Mouse", "Pause", "Size Flags", "Theme", "custom_constants" ]
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[connection signal="logout_button_pressed" from="GUI" to="." method="_on_GUI_logout_button_pressed"]
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@ -4,7 +4,11 @@ signal character_creation_finished
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func _ready():
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global.character_creation_camera = get_node( "character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/camera" )
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print("login_scene_ready")
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$login_menu.show()
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self.connect( "character_creation_finished", self.get_parent(), "_on_login_scene_character_creation_finished" )
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func _on_login_menu_login_button_pressed():
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$login_menu.hide()
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@ -1,6 +1,6 @@
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extends MarginContainer
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signal character_creation_finished
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signal logout_button_pressed
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func _on_Home_setting_pressed():
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$Home.hide()
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@ -89,25 +89,5 @@ func _on_login_menu_login_button_pressed():
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$login_menu.hide()
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$character_selection_menu.show()
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func _on_character_creation_menu_valid_button_pressed():
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$character_creation_menu.hide()
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$HUD.show()
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pause()
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emit_signal( "character_creation_finished" )
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func _on_character_selection_menu_character_selected(slot):
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print( "selected character slot "+str( slot )+"." )
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$character_selection_menu.hide()
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$character_creation_menu.show()
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func _on_character_creation_menu_return_button_pressed():
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$character_creation_menu.hide()
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$character_selection_menu.show()
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func _on_character_selection_menu_return_button_pressed():
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$login_menu.show()
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$character_selection_menu.hide()
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func _on_Home_logout_pressed():
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emit_signal( "logout_button_pressed" )
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@ -52,7 +52,6 @@ anchor_right = 0.0
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anchor_bottom = 0.0
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margin_right = 1024.0
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margin_bottom = 600.0
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mouse_filter = 1
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_sections_unfolded = [ "Mouse", "Size Flags", "Visibility", "custom_constants" ]
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[node name="Settings" parent="." index="2" instance=ExtResource( 5 )]
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@ -62,7 +61,6 @@ anchor_right = 0.0
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anchor_bottom = 0.0
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margin_right = 1024.0
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margin_bottom = 600.0
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mouse_filter = 1
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_sections_unfolded = [ "Mouse", "Size Flags", "Theme", "custom_constants" ]
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[node name="Help" parent="." index="3" instance=ExtResource( 6 )]
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@ -72,6 +70,8 @@ margin_right = 256.0
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margin_bottom = 256.0
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_sections_unfolded = [ "Margin", "Mouse", "Size Flags", "custom_constants" ]
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[connection signal="logout_pressed" from="Home" to="." method="_on_Home_logout_pressed"]
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[connection signal="play_pressed" from="Home" to="." method="_on_Home_play_pressed"]
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[connection signal="setting_pressed" from="Home" to="." method="_on_Home_setting_pressed"]
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@ -2,6 +2,7 @@ extends MarginContainer
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signal play_pressed
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signal setting_pressed
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signal logout_pressed
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func _on_PlayButton_pressed():
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emit_signal("play_pressed" )
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@ -12,4 +13,5 @@ func _on_SettingsButton_pressed():
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func _on_QuitButton_pressed():
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get_tree().quit()
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func _on_LogoutButton_pressed():
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emit_signal("logout_pressed" )
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@ -80,7 +80,7 @@ size_flags_horizontal = 1
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size_flags_vertical = 1
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theme = SubResource( 2 )
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alignment = 0
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_sections_unfolded = [ "Grow Direction", "Rect", "Theme", "custom_constants" ]
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_sections_unfolded = [ "Grow Direction", "Mouse", "Rect", "Theme", "custom_constants" ]
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[node name="Title" type="Label" parent="Menu" index="0"]
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@ -89,7 +89,7 @@ anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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margin_right = 1024.0
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margin_bottom = 146.0
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margin_bottom = 103.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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mouse_filter = 2
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@ -116,9 +116,9 @@ anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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margin_left = 470.0
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margin_top = 150.0
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margin_top = 107.0
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margin_right = 554.0
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margin_bottom = 450.0
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margin_bottom = 493.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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mouse_filter = 0
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@ -139,7 +139,7 @@ anchor_right = 0.0
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anchor_bottom = 0.0
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margin_top = 42.0
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margin_right = 84.0
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margin_bottom = 258.0
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margin_bottom = 344.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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mouse_filter = 1
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@ -200,7 +200,7 @@ flat = false
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align = 1
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_sections_unfolded = [ "Anchor", "Rect", "custom_fonts" ]
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[node name="QuitButton" type="Button" parent="Menu/Buttons/VBoxContainer" index="2"]
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[node name="LogoutButton" type="Button" parent="Menu/Buttons/VBoxContainer" index="2"]
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anchor_left = 0.0
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anchor_top = 0.0
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@ -220,9 +220,35 @@ toggle_mode = false
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enabled_focus_mode = 2
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shortcut = null
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group = null
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text = "Logout"
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flat = false
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align = 1
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_sections_unfolded = [ "Focus", "Mouse" ]
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[node name="QuitButton" type="Button" parent="Menu/Buttons/VBoxContainer" index="3"]
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anchor_left = 0.0
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anchor_top = 0.0
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anchor_right = 0.0
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anchor_bottom = 0.0
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margin_top = 258.0
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margin_right = 84.0
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margin_bottom = 302.0
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rect_pivot_offset = Vector2( 0, 0 )
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rect_clip_content = false
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focus_mode = 2
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mouse_filter = 0
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mouse_default_cursor_shape = 0
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size_flags_horizontal = 1
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size_flags_vertical = 1
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toggle_mode = false
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enabled_focus_mode = 2
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shortcut = null
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group = null
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text = "Quit"
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flat = false
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align = 1
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_sections_unfolded = [ "Mouse" ]
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[node name="Container" type="MarginContainer" parent="Menu" index="2"]
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@ -294,6 +320,8 @@ _sections_unfolded = [ "Size Flags", "custom_colors", "custom_constants", "custo
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[connection signal="pressed" from="Menu/Buttons/VBoxContainer/SettingsButton" to="." method="_on_SettingsButton_pressed"]
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[connection signal="pressed" from="Menu/Buttons/VBoxContainer/LogoutButton" to="." method="_on_LogoutButton_pressed"]
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[connection signal="pressed" from="Menu/Buttons/VBoxContainer/QuitButton" to="." method="_on_QuitButton_pressed"]
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@ -4,7 +4,7 @@
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[ext_resource path="res://assets/GUI/images/new_launcher_bg_0-1.png" type="Texture" id=2]
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[ext_resource path="res://assets/GUI/images/new_char.png" type="Texture" id=3]
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[node name="character_selection_menu" type="Control" index="0"]
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[node name="character_selection_menu" type="Control"]
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anchor_left = 0.0
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anchor_top = 0.0
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@ -23,16 +23,10 @@ func set_info_billboard_position():
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var above_head = $infos_spatial
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player_infos_billboard.get_node("label").text = global.character_name
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var offset = Vector2(-(player_infos_billboard.get_size().x/2), 0)
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# var offset = Vector2( 0.0, 0.0 )
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# player_infos_billboard.rect_position = (camera.unproject_position(above_head.get_translation()) - offset)
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var unprojected_translation = camera.unproject_position(above_head.global_transform.xform(Vector3(0,0,0)))
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# player_infos_billboard.rect_position = Vector2( unprojected_translation.x, unprojected_translation.y
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player_infos_billboard.rect_position = (unprojected_translation + offset)
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# player_infos_billboard.rect_position = Vector2( above_head.get_translation().x, above_head.get_translation().y )
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func _ready():
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# camera_rotation = $Camera_rotation_helper
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# camera = $Camera_rotation_helper/Camera
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camera.make_current()
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set_info_billboard_position()
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@ -1,16 +1,14 @@
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extends Node
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# class member variables go here, for example:
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# var a = 2
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# var b = "textvar"
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const WINDOW_TITLE_INPUT = "GUI/Settings/Menus/TabContainer/Test/ScrollContainer/VBoxContainer/TitleBox/Title"
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func _ready():
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change_title()
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get_tree().get_root().connect("size_changed", self, "on_window_size_changed")
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global.character_creation_camera.make_current()
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global.goto_first_scene_loading( "res://login_scene/login_scene.tscn" )
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# if global.character_creation_camera:
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# global.character_creation_camera.make_current()
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@ -44,3 +42,5 @@ func _on_login_scene_character_creation_finished():
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print("test")
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global.goto_scene_loading( "res://game_scene/game_scene.tscn" )
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func _on_logout_button_pressed():
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global.goto_scene_loading( "res://login_scene/login_scene.tscn" )
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@ -1,18 +1,15 @@
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[gd_scene load_steps=5 format=2]
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[gd_scene load_steps=4 format=2]
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[ext_resource path="res://scenes/Main.gd" type="Script" id=1]
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[ext_resource path="res://login_scene/login_scene.tscn" type="PackedScene" id=2]
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[ext_resource path="res://assets/GUI/loading_screens/new_loading_bg_0.tga" type="Texture" id=3]
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[ext_resource path="res://assets/GUI/loading_screens/new_loading_bg_1.tga" type="Texture" id=4]
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[ext_resource path="res://assets/GUI/loading_screens/new_loading_bg_0.tga" type="Texture" id=2]
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[ext_resource path="res://assets/GUI/loading_screens/new_loading_bg_1.tga" type="Texture" id=3]
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[node name="Main" type="Node"]
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[node name="Main" type="Node" index="0"]
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script = ExtResource( 1 )
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_sections_unfolded = [ "Pause" ]
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[node name="login_scene" parent="." index="0" instance=ExtResource( 2 )]
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[node name="background_loader" type="Panel" parent="." index="1"]
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[node name="background_loader" type="Panel" parent="." index="0"]
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visible = false
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self_modulate = Color( 0, 0, 0, 1 )
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@ -63,14 +60,12 @@ page = 0.0
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value = 0.0
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exp_edit = false
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rounded = false
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texture_under = ExtResource( 3 )
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texture_under = ExtResource( 2 )
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texture_over = null
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texture_progress = ExtResource( 4 )
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texture_progress = ExtResource( 3 )
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radial_fill_degrees = 360.0
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radial_center_offset = Vector2( 0, 0 )
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nine_patch_stretch = false
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_sections_unfolded = [ "Textures" ]
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[connection signal="character_creation_finished" from="login_scene" to="." method="_on_login_scene_character_creation_finished"]
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@ -1,10 +1,6 @@
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extends Node
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var current_scene = null
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var character = null
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var character_camera = null
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var character_creation_mesh = null
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var character_creation_camera = null
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var character_name = null
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var character_color = null
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var root = get_tree().get_root()
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# current_scene = root.get_child(root.get_child_count() -1)
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current_scene = root.get_node( "Main/login_scene" )
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# character = get_tree().get_root().get_node( "Main/Game/Character" )
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# character_camera = get_tree().get_root().get_node( "Main/Game/Character/Camera_rotation_helper/Camera" )
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# character_creation_camera = get_tree().get_root().get_node( "Main/login_scene/character_creation_menu/v_box_container/h_box_container/center_container/character_creation_scene/camera" )
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main_scene = root.get_node( "Main" )
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func goto_first_scene_loading( path ):
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get_tree().get_root().get_node("Main/background_loader").show()
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loader = ResourceLoader.load_interactive( path )
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if loader == null: # check for errors
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# show_error()
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return
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set_process(true)
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wait_frames = 1
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func goto_scene_loading( path ):
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get_tree().get_root().get_node("Main/background_loader").show()
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loader = ResourceLoader.load_interactive( path )
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if loader == null: # check for errors
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show_error()
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# show_error()
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return
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set_process(true)
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current_scene.queue_free() # get rid of the old scene
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# start your "loading..." animation
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# get_node("animation").play("loading")
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wait_frames = 1
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func _process(time):
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var t = OS.get_ticks_msec()
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while OS.get_ticks_msec() < t + time_max: # use "time_max" to control how much time we block this thread
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# poll your loader
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var err = loader.poll()
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update_progress()
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if err == ERR_FILE_EOF: # load finished
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# update_progress()
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var resource = loader.get_resource()
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loader = null
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set_new_scene( resource )
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show_error()
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loader = null
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break
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func update_progress():
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var progress_texture = get_tree().get_root().get_node("Main/background_loader/center_container/texture_progress")
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var progress = (float(loader.get_stage()) / loader.get_stage_count()) * progress_texture.max_value
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# call this on a paused animation. use "true" as the second parameter to force the animation to update
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# get_node("animation").seek(progress * len, true)
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func set_new_scene( scene_resource ):
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func set_new_scene( scene_resource ):
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var progress_texture = get_tree().get_root().get_node("Main/background_loader/center_container/texture_progress")
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progress_texture.value = 0
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get_tree().get_root().get_node("Main/background_loader").hide()
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current_scene = scene_resource.instance()
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main_scene.add_child(current_scene)
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# get_tree().set_current_scene( current_scene )
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func goto_scene( path ):
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# This function will usually be called from a signal callback,
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