Add marketplace button functionality and skill unlocker integration
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48
scripts/ui/marketplace_button.gd
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48
scripts/ui/marketplace_button.gd
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class_name MarketplaceButton
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extends Button
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@export var skill_data: SkillData
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@export var unlocked_skill_icon: Texture2D
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@export var locked_skill_icon: Texture2D
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@export var skill_level_container: Container
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@onready var gm: GM = $"/root/GameManager"
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func _ready() -> void:
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if not skill_data:
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printerr("MarketplaceButton: skill_data is not set.")
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if not unlocked_skill_icon or not locked_skill_icon:
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printerr("MarketplaceButton: unlocked_skill_icon or locked_skill_icon is not set.")
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return
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if not skill_level_container:
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printerr("MarketplaceButton: skill_level_container is not set.")
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return
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setup()
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var player := gm.get_player_node()
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var skill_unlocker_component := player.get_node_or_null("SkillUnlockerComponent") as SkillUnlockerComponent
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if skill_unlocker_component:
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skill_unlocker_component.skill_unlocked.connect(_on_skill_unlock)
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func setup() -> void:
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if not skill_data:
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return
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for i in range(skill_data.max_level):
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var _icon := TextureRect.new()
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_icon.texture = unlocked_skill_icon if i < skill_data.level else locked_skill_icon
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skill_level_container.add_child(_icon)
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func _on_skill_unlock(skill: SkillData) -> void:
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if skill.name == skill_data.name:
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for i in range(skill_data.max_level):
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var icon := skill_level_container.get_child(i) as TextureRect
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if i < skill.level:
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icon.texture = unlocked_skill_icon
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else:
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icon.texture = locked_skill_icon
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disabled = skill.level >= skill_data.max_level
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