Branch master was renamed to main.

test-client-godot/gui_scene/GUI/character_creation/character_creation_menu.gd

49 lines
1.9 KiB
GDScript

extends Control
var character_mesh = null
var name_input = null
onready var error_label = $v_box_container/h_box_container/margin_container/margin_container/v_box_container/error_label
signal valid_button_pressed
signal return_button_pressed
func _ready():
character_mesh = $v_box_container/h_box_container/center_container/character_creation_scene/mesh_instance
name_input = $v_box_container/h_box_container/margin_container/margin_container/v_box_container/name_box/line_edit
func _on_h_scroll_bar_value_changed(value):
if value == 1:
global.character_sex = 1
character_mesh.get_surface_material(0).albedo_color = Color( 1.0, 0.25, 0.25, 1.0 )
else:
global.character_sex = 0
character_mesh.get_surface_material(0).albedo_color = Color( 0.0, 0.0, 1.0, 1.0 )
func _on_valid_button_pressed():
if not name_input.text or name_input.text == "":
error_label.text = "You need to choose a character's name."
return
global.character_name = name_input.text
global.character_color = character_mesh.get_surface_material(0).albedo_color
emit_signal( "valid_button_pressed" )
func _on_return_button_pressed():
get_node( "../character_selection_menu/viewport/character_preview" ).show()
# get_node( "v_box_container/h_box_container/center_container/character_creation_scene").hide()
emit_signal( "return_button_pressed" )
func _on_ears_size_value_changed(value):
if value > 0:
self.character_mesh.set( "blend_shape/big_ears", value )
self.character_mesh.set( "blend_shape/small_ears", 0 )
elif value > 0:
self.character_mesh.set( "blend_shape/big_ears", 0 )
self.character_mesh.set( "blend_shape/small_ears", value )
else:
self.character_mesh.set( "blend_shape/big_ears", 0 )
self.character_mesh.set( "blend_shape/small_ears", 0 )