Files
przygody-pana-cegly/addons/dialogue_manager/components/errors_panel.gd
Gabriel Kaszewski d786ef4c22 Complete C# rewrite with working game in Editor (#6)
* Refactor collectable components to C# and update resource scripts for consistency

* Update resource paths and refactor properties for consistency

* Refactor UI components to inherit from Control and update node paths for consistency

* Update node paths and group assignments for consistency across scenes

* Refactor GameManager and PlayerDeathComponent for improved state management and logging; update scene connections for player death handling

* Add PhantomCamera components and UI elements for improved scene management; refactor existing components for better integration

* Refactor skill components and update resource paths for consistency; enhance skill management in scenes

* Add new UID files and update scene configurations for dialogue components; refactor skill management and input handling

* Add next level command and refactor player retrieval in GameManager; update scene files for consistency

* Add skill upgrade system and refactor skill components for enhanced functionality; update resource paths and configurations

* Enhance ChargeProgressBar and Marketplace functionality; add owner exit handling and update skill button states

* Refactor ChargeProgressBar and SkillManager; update skill handling and improve component interactions

* Refactor player and level configurations; streamline FlipPlayerComponent and reposition Spaceship Enter
2025-08-27 01:12:26 +02:00

86 lines
2.3 KiB
GDScript

@tool
extends HBoxContainer
signal error_pressed(line_number)
const DialogueConstants = preload("../constants.gd")
@onready var error_button: Button = $ErrorButton
@onready var next_button: Button = $NextButton
@onready var count_label: Label = $CountLabel
@onready var previous_button: Button = $PreviousButton
## The index of the current error being shown
var error_index: int = 0:
set(next_error_index):
error_index = wrap(next_error_index, 0, errors.size())
show_error()
get:
return error_index
## The list of all errors
var errors: Array = []:
set(next_errors):
errors = next_errors
self.error_index = 0
get:
return errors
func _ready() -> void:
apply_theme()
hide()
## Set up colors and icons
func apply_theme() -> void:
error_button.add_theme_color_override("font_color", get_theme_color("error_color", "Editor"))
error_button.add_theme_color_override("font_hover_color", get_theme_color("error_color", "Editor"))
error_button.icon = get_theme_icon("StatusError", "EditorIcons")
previous_button.icon = get_theme_icon("ArrowLeft", "EditorIcons")
next_button.icon = get_theme_icon("ArrowRight", "EditorIcons")
## Move the error index to match a given line
func show_error_for_line_number(line_number: int) -> void:
for i in range(0, errors.size()):
if errors[i].line_number == line_number:
self.error_index = i
## Show the current error
func show_error() -> void:
if errors.size() == 0:
hide()
else:
show()
count_label.text = DialogueConstants.translate(&"n_of_n").format({ index = error_index + 1, total = errors.size() })
var error = errors[error_index]
error_button.text = DialogueConstants.translate(&"errors.line_and_message").format({ line = error.line_number, column = error.column_number, message = DialogueConstants.get_error_message(error.error) })
if error.has("external_error"):
error_button.text += " " + DialogueConstants.get_error_message(error.external_error)
### Signals
func _on_errors_panel_theme_changed() -> void:
apply_theme()
func _on_error_button_pressed() -> void:
error_pressed.emit(errors[error_index].line_number, errors[error_index].column_number)
func _on_previous_button_pressed() -> void:
self.error_index -= 1
_on_error_button_pressed()
func _on_next_button_pressed() -> void:
self.error_index += 1
_on_error_button_pressed()