TowerDefense/UI/TowerPanel.gd

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1.4 KiB
GDScript3
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extends HBoxContainer
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const upgradeBtnScene : PackedScene = preload("res://UI/upgrade_button.tscn")
var tower : Tower
func _ready() -> void:
EventBus.tower_selected.connect(onTowerSelected)
func onTowerSelected(towerType : Tower.TYPE) -> void:
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if tower:
tower.energy_changed.disconnect(onEnergyChange)
tower.changed.disconnect(onTowerChange)
if towerType == Tower.TYPE.NONE:
visible = false
tower = null
return
tower = Game.towers.get(towerType)
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tower.energy_changed.connect(onEnergyChange)
tower.changed.connect(onTowerChange)
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%UpgradeContainer.visible = false
visible = true
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onTowerChange()
func onEnergyChange() -> void:
%TowerEnergy.text = "%d/%d" % [ tower.energy, tower.max_energy ]
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func onTowerChange() -> void:
onEnergyChange()
%TowerIcon.texture = tower.icone
%TowerName.text = tower.tower_name
%TowerDamage.text = "Dmg : %d" % tower.projectileRessource.damage
%TowerCooldown.text = "cooldown : %.1f" % tower.action_cooldown
# TODO Check for better UI to display it
#%TowerBio.text = tower.bio
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if tower.builded && not %UpgradeContainer.visible:
createTowerUpgradeButton()
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func createTowerUpgradeButton() -> void:
%UpgradeContainer.visible = true
%UpgradeContainer.get_children().map(func(btn): btn.queue_free())
for upgrade in tower.upgrades:
var btn : UpgradeButton = upgradeBtnScene.instantiate()
%UpgradeContainer.add_child(btn)
btn.setData(tower, upgrade)