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