97 lines
3 KiB
GDScript
97 lines
3 KiB
GDScript
@tool
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class_name Game
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## COLORS ##
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enum COLOR { HEALTH, ENERGY, SELECTED, SECONDARY, BACKGROUND_PANEL }
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const COLOR_HEALTH : Color = Color(0.921569, 0.419608, 0.415686, 1)
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const COLOR_ENERGY : Color = Color(0.921569, 0.890196, 0.415686, 1)
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const COLOR_SELECTED : Color = Color(0.721569, 0.600196, 0.355686, 1)
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const COLOR_SECONDARY : Color = Color(0.341, 0.082, 0.094, 0.0)
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const COLOR_BACKGROUND_PANEL : Color = Color(0.933, 0.933, 0.933, 1)
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const COLOR_FALLBACK : Color = Color(0.341176, 0.0823529, 0.0941176, 0)
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static func getColor(color : COLOR) -> Color :
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match color:
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COLOR.HEALTH : return COLOR_HEALTH
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COLOR.ENERGY : return COLOR_ENERGY
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COLOR.SELECTED : return COLOR_SELECTED
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COLOR.SECONDARY : return COLOR_SECONDARY
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COLOR.BACKGROUND_PANEL : return COLOR_BACKGROUND_PANEL
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_: return COLOR_FALLBACK
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## END COLORS ##
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const SCENE_DIR_PATTERN : String = "res://\\w+/(Scenes|Map \\d+)/$"
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const SCENE_FILE_PATTERN : String = "([^/]*)\\.tscn$"
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const RESOURCE_FILE_PATTERN : String = "([^/]*)\\.tres$"
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const TOWER_DIR : String = "res://Towers/Scenes/"
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const ENEMY_DIR : String = "res://Enemies/Scenes/"
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const LEVEL_DIR : String = "res://Levels/"
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static var towers : Dictionary
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static var enmies : Dictionary
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enum RESOURCE_TYPE { TOWER, ENEMY, LEVEL }
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static func _static_init() -> void:
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preloadSceneInGlobal(towers, RESOURCE_TYPE.TOWER)
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#preloadSceneInGlobal(enemies, ENEMY_DIR)
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## [color=crimson][b]WARNING :[/b] Work only with the [enum RESOURCE_TYPE] [param TOWER][/color]
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static func preloadSceneInGlobal(property: Dictionary, type: RESOURCE_TYPE) -> void:
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if type != RESOURCE_TYPE.TOWER:
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return
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var files : Array[String] = getPackedScenesPaths(type)
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for file in files:
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var scene = load(file)
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if scene:
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property.set(EnhancedResource.getPackedSceneProperty(scene, "tower_type"), scene)
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property.sort()
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static func getPackedScenesPaths(type: RESOURCE_TYPE) -> Array[String]:
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return getFileFromDir(getDirFromType(type), SCENE_FILE_PATTERN, SCENE_DIR_PATTERN)
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static func getResourcesPaths(type: RESOURCE_TYPE) -> Array[String]:
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if type == RESOURCE_TYPE.LEVEL:
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return getFileFromDir(getDirFromType(type), RESOURCE_FILE_PATTERN, LEVEL_DIR)
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return []
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static func getDirFromType(type: RESOURCE_TYPE) -> String:
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match type:
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RESOURCE_TYPE.TOWER: return TOWER_DIR
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RESOURCE_TYPE.ENEMY: return ENEMY_DIR
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RESOURCE_TYPE.LEVEL: return LEVEL_DIR
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_: return ""
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static func getFileFromDir(path : String, regexPattern : String, pathRegexPattern : String = "") -> Array[String]:
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var files : Array[String]
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var regex : RegEx = RegEx.create_from_string(regexPattern)
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var pathRegex : RegEx = RegEx.create_from_string(pathRegexPattern)
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var dir : DirAccess = DirAccess.open(path)
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if pathRegexPattern:
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for subDir in dir.get_directories():
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subDir = path + subDir + "/"
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if pathRegex.search(subDir):
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files.append_array(getFileFromDir(subDir, regexPattern, pathRegexPattern))
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for file in dir.get_files():
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if regex.search(file) && pathRegex.search(path):
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files.append(path + file)
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return files
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