Refactor skill management and marketplace UI for improved functionality
This commit is contained in:
@@ -3,15 +3,19 @@ extends Node
|
||||
|
||||
@export var root: Control
|
||||
@export var skill_data: Array[SkillData] = []
|
||||
@export var grid: GridContainer
|
||||
@export var to_unlock_grid: GridContainer
|
||||
@export var unlocked_grid: GridContainer
|
||||
@export var font: Font
|
||||
@export var skill_unlocker: SkillUnlockerComponent
|
||||
@export var components_to_disable: Array[Node] = []
|
||||
@export var marketplace_button: PackedScene
|
||||
@export var skill_button: PackedScene
|
||||
|
||||
@onready var game_manager: GM = $"/root/GameManager"
|
||||
|
||||
var buttons: Array[Button] = []
|
||||
|
||||
var unlock_buttons: Array[Button] = []
|
||||
var skill_buttons: Array[SkillButton] = []
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
@@ -21,13 +25,17 @@ func _ready() -> void:
|
||||
var skills_to_unlock: Array[SkillData] = []
|
||||
|
||||
for skill in skill_data:
|
||||
if skill.name in game_manager.player_state['unlocked_skills']:
|
||||
continue
|
||||
skills_to_unlock.append(skill)
|
||||
|
||||
for skill in skills_to_unlock:
|
||||
create_upgrade_button(skill)
|
||||
|
||||
var unlocked_skills := game_manager.get_unlocked_skills()
|
||||
for skill in unlocked_skills:
|
||||
create_skill_button(skill)
|
||||
|
||||
skill_unlocker.skill_unlocked.connect(on_skill_unlocked)
|
||||
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event.is_action_pressed("show_marketplace"):
|
||||
@@ -45,7 +53,8 @@ func get_button_text(skill: SkillData) -> String:
|
||||
return tr(skill.name) + " " + str(skill.cost)
|
||||
|
||||
|
||||
func create_upgrade_button(skill: SkillData):
|
||||
|
||||
func create_upgrade_button(skill: SkillData) -> void:
|
||||
var button := marketplace_button.instantiate() as MarketplaceButton
|
||||
button.text = get_button_text(skill)
|
||||
button.icon = skill.icon
|
||||
@@ -53,13 +62,25 @@ func create_upgrade_button(skill: SkillData):
|
||||
|
||||
button.pressed.connect(func () -> void: _on_button_pressed(skill))
|
||||
|
||||
buttons.append(button)
|
||||
grid.add_child(button)
|
||||
grid.queue_sort()
|
||||
unlock_buttons.append(button)
|
||||
to_unlock_grid.add_child(button)
|
||||
to_unlock_grid.queue_sort()
|
||||
|
||||
|
||||
func create_skill_button(skill: SkillData) -> void:
|
||||
var button := skill_button.instantiate() as SkillButton
|
||||
button.skill_data = skill
|
||||
button.setup()
|
||||
button.pressed.connect(func() -> void: on_skill_button_pressed(button))
|
||||
button.activate()
|
||||
|
||||
skill_buttons.append(button)
|
||||
unlocked_grid.add_child(button)
|
||||
unlocked_grid.queue_sort()
|
||||
|
||||
|
||||
func remove_button(skill: SkillData):
|
||||
for child in grid.get_children():
|
||||
for child in to_unlock_grid.get_children():
|
||||
if child.text == get_button_text(skill):
|
||||
child.queue_free()
|
||||
break
|
||||
@@ -69,6 +90,38 @@ func _on_button_pressed(skill: SkillData) -> void:
|
||||
if not skill_unlocker:
|
||||
return
|
||||
|
||||
if skill_unlocker.try_unlock_skill(skill):
|
||||
remove_button(skill)
|
||||
if game_manager.is_skill_unlocked(skill):
|
||||
if skill.level < skill.max_level:
|
||||
skill_unlocker.try_upgrade_skill(skill)
|
||||
if not skill.is_active:
|
||||
skill_unlocker.skill_manager.toggle_skill_activation(skill)
|
||||
else:
|
||||
skill_unlocker.skill_manager.toggle_skill_activation(skill)
|
||||
else:
|
||||
skill_unlocker.try_unlock_skill(skill)
|
||||
|
||||
|
||||
func on_skill_unlocked(skill: SkillData) -> void:
|
||||
# need to fix this method
|
||||
if not skill:
|
||||
return
|
||||
if skill_buttons.size() == 0:
|
||||
create_skill_button(skill)
|
||||
|
||||
for button in skill_buttons:
|
||||
if button.skill_data.is_active:
|
||||
button.activate()
|
||||
else:
|
||||
button.deactivate()
|
||||
|
||||
|
||||
func on_skill_button_pressed(button: SkillButton) -> void:
|
||||
if not skill_unlocker or not button.skill_data:
|
||||
return
|
||||
|
||||
skill_unlocker.skill_manager.toggle_skill_activation(button.skill_data)
|
||||
button.activate()
|
||||
for other_button in skill_buttons:
|
||||
if other_button != button:
|
||||
other_button.deactivate()
|
||||
|
||||
|
Reference in New Issue
Block a user