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