Add MainMenu and Marketplace components; implement game management and skill unlocking features
This commit is contained in:
113
scripts/UI/Marketplace.cs
Normal file
113
scripts/UI/Marketplace.cs
Normal file
@@ -0,0 +1,113 @@
|
||||
using System.Collections.Generic;
|
||||
using Godot;
|
||||
using Godot.Collections;
|
||||
using Mr.BrickAdventures.Autoloads;
|
||||
using Mr.BrickAdventures.scripts.components;
|
||||
using Mr.BrickAdventures.scripts.Resources;
|
||||
|
||||
namespace Mr.BrickAdventures.scripts.UI;
|
||||
|
||||
public partial class Marketplace : Node
|
||||
{
|
||||
[Export] public Array<SkillData> Skills { get; set; } = [];
|
||||
[Export] public GridContainer ToUnlockGrid { get; set; }
|
||||
[Export] public GridContainer UnlockedGrid { get; set; }
|
||||
[Export] public Font Font { get; set; }
|
||||
[Export] public SkillUnlockedComponent SkillUnlockedComponent { get; set; }
|
||||
[Export] public Array<Node> ComponentsToDisable { get; set; } = [];
|
||||
[Export] public PackedScene MarketplaceButtonScene { get; set; }
|
||||
[Export] public PackedScene SkillButtonScene { get; set; }
|
||||
|
||||
private GameManager _gameManager;
|
||||
private List<Button> _unlockButtons = [];
|
||||
private List<Button> _skillButtons = [];
|
||||
|
||||
public override void _Ready()
|
||||
{
|
||||
var skillsToUnlock = new List<SkillData>();
|
||||
|
||||
foreach (var skill in Skills) skillsToUnlock.Add(skill);
|
||||
|
||||
foreach (var skill in skillsToUnlock) CreateUpgradeButton(skill);
|
||||
|
||||
var unlockedSkills = _gameManager.GetUnlockedSkills();
|
||||
foreach (var skill in unlockedSkills) CreateSkillButton(skill);
|
||||
|
||||
SkillUnlockedComponent.SkillUnlocked += OnSkillUnlocked;
|
||||
}
|
||||
|
||||
public override void _ExitTree()
|
||||
{
|
||||
SkillUnlockedComponent.SkillUnlocked -= OnSkillUnlocked;
|
||||
}
|
||||
|
||||
public override void _Input(InputEvent @event)
|
||||
{
|
||||
var root = Owner as Control;
|
||||
|
||||
if (!@event.IsActionPressed("show_marketplace")) return;
|
||||
|
||||
if (root != null && root.IsVisible())
|
||||
{
|
||||
root.Hide();
|
||||
foreach (var c in ComponentsToDisable) c.ProcessMode = ProcessModeEnum.Inherit;
|
||||
}
|
||||
else
|
||||
{
|
||||
root?.Show();
|
||||
foreach (var c in ComponentsToDisable) c.ProcessMode = ProcessModeEnum.Disabled;
|
||||
}
|
||||
}
|
||||
|
||||
private string GetButtonText(SkillData skill)
|
||||
{
|
||||
return $"{Tr(skill.Name)} {skill.Cost}";
|
||||
}
|
||||
|
||||
private void OnSkillUnlocked(SkillData skill)
|
||||
{
|
||||
if (_skillButtons.Count == 0) CreateSkillButton(skill);
|
||||
|
||||
foreach (var btn in _skillButtons)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
||||
|
||||
private void CreateSkillButton(Variant skill)
|
||||
{
|
||||
throw new System.NotImplementedException();
|
||||
}
|
||||
|
||||
private void CreateUpgradeButton(SkillData skill)
|
||||
{
|
||||
var button = MarketplaceButtonScene.Instantiate<MarketplaceButton>();
|
||||
button.Text = GetButtonText(skill);
|
||||
button.Data = skill;
|
||||
button.Icon = skill.Icon;
|
||||
button.Pressed += () => OnUpgradeButtonPressed(skill);
|
||||
|
||||
_skillButtons.Add(button);
|
||||
UnlockedGrid.AddChild(button);
|
||||
UnlockedGrid.QueueSort();
|
||||
}
|
||||
|
||||
private void OnUpgradeButtonPressed(SkillData skill) {}
|
||||
|
||||
private void RemoveButton(SkillData skill)
|
||||
{
|
||||
foreach (var node in ToUnlockGrid.GetChildren())
|
||||
{
|
||||
var child = (Button)node;
|
||||
if (child.Text != GetButtonText(skill)) continue;
|
||||
|
||||
child.QueueFree();
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
||||
private void OnSkillButtonPressed(SkillData skill)
|
||||
{
|
||||
|
||||
}
|
||||
}
|
Reference in New Issue
Block a user