extends Control @export var traits:Array = [ "Courage", "Passion", "Creativity", "Temperance", "Sensuality", "Energy", "Responsibility", "Empathy", "Self-esteem", "Flexibility", "Hope", "Will" ] @export var seed: int = 0 @export var amount: int = 3 var pin_items: Array = [] # variables for nodes @onready var traits_list: VBoxContainer = $Traits_list # Variable for icons @onready var icon_up: Texture2D = load("res://textures/arrowUp.png") @onready var icon_down: Texture2D = load("res://textures/arrowDown.png") # Called when the node enters the scene tree for the first time. func _ready() -> void: build_traits() func build_traits() -> void: # Build the traits list with checkboxes to pin any var list_amount: int = amount var pinned: Array = [] # First, clear the box for non-pinned traits for child in traits_list.get_children(): for sub_child in child.get_children(): if sub_child is CheckBox: if sub_child.button_pressed: list_amount -= 1 pinned.append([child.get_index(), child]) for child in traits_list.get_children(): for sub_child in child.get_children(): if sub_child is CheckBox: if sub_child.button_pressed: traits_list.remove_child(child) else: child.queue_free() # generate the amount of traits needed var char_traits: Dictionary = generate_traits(traits, seed, list_amount) var char_traits_list: Array = [] for key in char_traits.keys(): char_traits_list.append([key, char_traits[key][0], char_traits[key][1]]) for pin in pinned: char_traits_list.insert(pin[0], pin[1]) # Generate a line for each trait for traitline in range(amount): print("At index: ", traitline, " found: ", char_traits_list[traitline]) if char_traits_list[traitline] is HBoxContainer: print("Je confirme") print("Parent: ", char_traits_list[traitline].get_parent()) traits_list.add_child(char_traits_list[traitline]) #char_traits_list[traitline].reparent(traits_list) else: # Create horizontal container for elements var container = HBoxContainer.new() # Checkbox to pin or not var checkbox: CheckBox = CheckBox.new() var checkbox_index: int = pin_items.size() checkbox.text = "" # No text checkbox.tooltip_text = "PIN" checkbox.toggled.connect(Callable(self, "_on_checkbox_toggled").bind(checkbox_index)) # Label for trait name var label: Label = Label.new() label.text = char_traits_list[traitline][0] # Icon for up or down var icon: Texture2D = icon_down var icon_rect: TextureRect = TextureRect.new() icon_rect.texture = icon_down var value: bool = char_traits_list[traitline][1] if value: icon_rect.texture = icon_up # Add the elements to the horizontal container container.add_child(checkbox) container.add_child(label) container.add_child(icon_rect) # Add the container traits_list.add_child(container) # Stock checkbox reference pin_items.append(checkbox) func _on_checkbox_toggled(checked: bool, checkbox: int) -> void: # Manage checkbox signal pass func generate_traits(traits_list: Array = traits, chosen_seed: int = 0, chosen_amount: int = 3) -> Dictionary: # Return a dictionary, # with trait as key and # an array with index as first value and boolean as second value # Inputs: # chosen_seed for random seed # chosen_amount for the amount of traits to return var picked_traits: Dictionary = {} var traits_duplicate = traits_list.duplicate() for select in range(chosen_amount): # Pick a trait first and then choose if it is up or down var picked_trait:Dictionary = {} var random = RandomNumberGenerator.new() random.seed = chosen_seed random.randomize() var result: int = random.randi_range(0, traits_duplicate.size() - 1) var random_value = RandomNumberGenerator.new() random_value.seed = chosen_seed random_value.randomize() var value: bool = random_value.randi_range(0, 1) # Add the key and array value to the array picked_traits[traits_duplicate[result]] = [select, value] # Delete the chosen trait from the possible list traits_duplicate.pop_at(result) return picked_traits