seedpackets and handlers

This commit is contained in:
Rendo 2025-08-02 23:32:32 +05:00
commit 73a2fe42ad
16 changed files with 157 additions and 58 deletions

View file

@ -1,5 +1,9 @@
extends AspectRatioContainer
## Class that allows player to choose SeedpacketResource
class_name Seedpacket
@onready var button := $TextureButton
@onready var preview :=$TextureButton/PreviewContainer/Preview
@onready var cost := $TextureButton/Cost
@ -9,53 +13,33 @@ extends AspectRatioContainer
@onready var locked_rect := $TextureButton/Locked
var held_resource : SeedpacketResource
var forbidden : bool = false
var locked : bool = false
var hotbar : bool = false
var disabled : bool = false
#region Godot methods
func _ready() -> void:
LevelEventBus.entity_placed.connect(on_entity_placed)
LevelEventBus.sun_count_updated.connect(on_sun_count_updated)
LevelEventBus.state_changed.connect(on_level_state_changed)
var handler : SeedpacketHandler
func _process(_delta: float) -> void:
button.disabled = recharge_timer.time_left > 0 or forbidden or locked or disabled
update_contents()
#endregion
button.disabled = recharge_timer.time_left > 0 or handler.is_avaiable() == false
#region Signal methods
func on_pressed():
LevelEventBus.packet_selected.emit(held_resource)
if LevelData.state == LevelData.LevelStates.Game:
LevelEventBus.packet_selected_during_game.emit(held_resource)
if LevelEventBus.packet_placed.is_connected(on_packet_placed) == false:
LevelEventBus.packet_placed.connect(on_packet_placed)
focus_exited.connect(disconnect_placement)
func on_entity_placed(entity : SeedpacketResource):
if entity == held_resource:
recharge_timer.start()
#endregion
func set_resource(to : SeedpacketResource):
held_resource = to
func set_handler(to : SeedpacketHandler):
if handler:
handler.exit()
handler = to
update_contents()
func update_contents():
cost.text = str(held_resource.cost)
preview.texture = held_resource.preview
avaibility.visible = forbidden or locked or disabled
locked_rect.visible = locked
forbidden_rect.visible = forbidden
avaibility.visible = handler.is_avaiable() == false
handler.on_updated_contents()
func on_sun_count_updated(to : float):
if hotbar:
disabled = held_resource.cost < to
func on_packet_placed(packet : SeedpacketResource):
if held_resource != packet: return
disconnect_placement()
func on_level_state_changed(state : LevelData.LevelStates):
match state:
LevelData.LevelStates.Game:
disabled = held_resource.cost < LevelData.sun_count
LevelData.LevelStates.PlantPick:
disabled = false
_:
disabled = true
func disconnect_placement():
LevelEventBus.packet_placed.disconnect(on_packet_placed)
focus_exited.disconnect(disconnect_placement)