newlon/scripts/gui/seedpacket/seedpacket.gd
2025-08-03 18:51:27 +05:00

74 lines
2.2 KiB
GDScript

extends AspectRatioContainer
## Class that allows player to choose SeedpacketResource
class_name Seedpacket
const PACKED_SCENE := preload("uid://bi4c34ii72y46")
@onready var button : TextureButton = $TextureButton
@onready var cost_label : Label = $TextureButton/Cost
@onready var preview_texture : TextureRect = $TextureButton/PreviewContainer/Preview
@onready var availability : ColorRect = $TextureButton/Availability
@onready var forbidden : TextureRect = $TextureButton/Forbidden
@onready var locked : TextureRect = $TextureButton/Locked
@onready var recharge_timer : Timer = $RechargeTimer
var held_resource : SeedpacketResource
var handler : SeedpacketHandler
#region Virtuals
func _ready() -> void:
focus_exited.connect(on_focus_exited)
LevelEventBus.state_changed.connect(on_level_state_changed)
func _process(_delta: float) -> void:
button.disabled = recharge_timer.time_left > 0 or handler.is_avaiable() == false
#endregion
func set_resource(to : SeedpacketResource):
held_resource = to
recharge_timer.wait_time = held_resource.recharge_time
func set_handler(to : SeedpacketHandler):
if handler:
handler.exit()
handler = to
update_contents()
func update_contents():
cost_label.text = str(int(held_resource.cost))
preview_texture.texture = held_resource.preview
availability.visible = handler.is_avaiable() == false
handler.on_updated_contents()
#region Signal recievers
func on_pressed():
LevelEventBus.packet_selected.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_packet_placed(packet : SeedpacketResource):
if held_resource != packet: return
recharge_timer.start()
disconnect_placement()
func disconnect_placement():
LevelEventBus.packet_placed.disconnect(on_packet_placed)
focus_exited.disconnect(disconnect_placement)
func on_focus_exited():
LevelEventBus.packet_deselected.emit(held_resource)
func on_level_state_changed(state : LevelData.LevelStates):
if state == LevelData.LevelStates.Game:
# Recharge with set wait time
recharge_timer.start(held_resource.recharge_time * held_resource.initial_recharge_percent)
recharge_timer.wait_time = held_resource.recharge_time
#endregion