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

95 lines
3.7 KiB
GDScript

extends Control
signal character_selected( slot )
signal return_button_pressed
var preview_slot = 0
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.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
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 = "choose"
# 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 = "delete"
# 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)] )
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] )
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 )
func _on_slot1_character_button_pressed():
emit_signal( "character_selected", 1 )
func _on_name_mouse_entered_pressed( slot ):
print("azertyuiop")
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) ):
$viewport/character_preview/character.get_surface_material(0).albedo_color = config_file.get_value( str(slot), "color" )