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spacetac/cards/base_card.gd

82 lines
1.9 KiB
GDScript

tool
extends Panel
const AnimHelper = preload("res://helpers/anims.gd")
const BattleHelper = preload("res://helpers/battle.gd")
export var title = "Card" setget set_title
export(Texture) var portrait setget set_portrait
export(PackedScene) var spawned_unit setget set_spawned_unit
var dragged = false
var base_position
var selected_anchor
func _ready():
set_portrait(portrait)
set_title(title)
set_spawned_unit(spawned_unit)
base_position = rect_position
func set_title(val):
title = val
if has_node("title"):
$title.text = title
func set_portrait(val):
portrait = val
if has_node("portrait"):
$portrait.texture = portrait
func set_spawned_unit(val):
spawned_unit = val
if has_node("points"):
if spawned_unit:
var unit = spawned_unit.instance()
$points.move = unit.base_move_points
$points.hull = unit.base_hull_points
$points.shield = unit.base_shield_points
$points.damage = unit.base_damage_points
$points.visible = true
else:
$points.visible = false
func can_be_used_on_anchor(anchor):
if anchor is Anchor:
if spawned_unit and not anchor.is_empty():
return false
return true
else:
return false
func update_anchors():
var position = rect_global_position + rect_size / 2 if dragged else null
selected_anchor = BattleHelper.update_anchors(get_tree(), position, funcref(self, "can_be_used_on_anchor"))
func play(anchor):
if spawned_unit:
anchor.set_content(spawned_unit.instance())
queue_free()
func return_to_base():
AnimHelper.linear_goto(self, base_position, 0.3)
func _gui_input(event):
if event is InputEventMouseButton and event.button_index == 1:
if event.pressed:
dragged = true
modulate = Color(1, 1, 1, 0.5)
elif dragged:
dragged = false
modulate = Color(1, 1, 1, 1)
if selected_anchor:
play(selected_anchor)
else:
return_to_base()
if event is InputEventMouseMotion:
if event.button_mask == BUTTON_LEFT:
set_position(rect_position + event.relative)
update_anchors()