66 lines
1.7 KiB
GDScript
66 lines
1.7 KiB
GDScript
extends HBoxContainer
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const upgradeBtnScene : PackedScene = preload("res://UI/upgrade_button.tscn")
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var tower : Tower
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func _ready() -> void:
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EventBus.tower_selected.connect(onTowerSelected)
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EventBus.cube_selected.connect(onCubeSelected)
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func onCubeSelected() -> void:
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visible = true
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$InfoContainer.visible = false
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createTowerUpgradeButtons(Game.upgrades)
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func onTowerSelected(towerType : Tower.TYPE) -> void:
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if tower:
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tower.energy_changed.disconnect(onEnergyChange)
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tower.changed.disconnect(onTowerChange)
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if towerType == Tower.TYPE.NONE:
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tower = null
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visible = false
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return
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$InfoContainer.visible = true
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tower = Game.towers.get(towerType)
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tower.energy_changed.connect(onEnergyChange)
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tower.changed.connect(onTowerChange)
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createTowerUpgradeButtons(tower.upgrades)
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visible = true
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onTowerChange()
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func onEnergyChange() -> void:
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%TowerEnergy.text = "%d/%d" % [ tower.energy, tower.max_energy ]
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func onTowerChange() -> void:
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onEnergyChange()
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%TowerIcon.texture = tower.icone
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%TowerName.text = tower.tower_name
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%TowerDamage.text = "Dmg : %d" % tower.damage
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%TowerCooldown.text = "cooldown : %.1f" % tower.action_cooldown
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# TODO Check for better UI to display it
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#%TowerBio.text = tower.bio
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createTowerUpgradeButtons(tower.upgrades)
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func createTowerUpgradeButtons(upgrades : Array) -> void:
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if tower && tower.state == Tower.STATE.BLUEPRINT:
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%UpgradeContainer.visible = false
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return
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%UpgradeContainer.visible = true
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%UpgradeContainer.get_children().map(func(btn): btn.queue_free())
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for upgrade in upgrades:
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var btn : UpgradeButton = upgradeBtnScene.instantiate()
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%UpgradeContainer.add_child(btn)
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btn.setUpgrade(upgrade)
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if tower:
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btn.setTower(tower)
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