* Changement de l'UI, ajouts de l'inspecteur par carte et changement de police * Ajout d'un semblant d'exploration * Ajout de la sauvegarde des entités * Restructuration mineure de l'arborescence * Fix divers et réécriture des textes
58 lines
1.7 KiB
GDScript
58 lines
1.7 KiB
GDScript
@tool
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extends PanelContainer
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class_name Card
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const CARD_STAT_SCENE : PackedScene = preload("res://gui/game/card/card_stat.tscn")
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const CARD_SECTION_SCENE : PackedScene = preload("res://gui/game/card/card_section.tscn")
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@export var small_mode : bool = false
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@export var down_arrow : bool = false
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@export var info : CardInfo = CardInfo.new("Default Card Name")
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@export_tool_button("Update", "Callable") var update_action = update
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func _ready():
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update()
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func update():
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%CardTitle.text = info.title
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%CardUpperPart.self_modulate = info.bg_color
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%CardTypeIcon.texture = info.type_icon
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%EntityTexture.texture = info.texture
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%ImportantStatIcon.texture = info.important_stat_icon
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%ImportantStatText.text = info.important_stat_text
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%ArrowDown.visible = down_arrow
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self_modulate = Color.TRANSPARENT if small_mode else Color.WHITE
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%CardUpperPart.self_modulate.a = 0.7 if small_mode else 1.0
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update_card_stats()
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update_card_sections()
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func update_card_stats():
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for stat in %CardStatsContainer.get_children():
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stat.queue_free()
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for stat_info in info.stats:
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if stat_info:
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var new_stat : CardStat = CARD_STAT_SCENE.instantiate() as CardStat
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new_stat.info = stat_info
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%CardStatsContainer.add_child(new_stat)
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%CardStats.visible = len(info.stats) != 0 && small_mode == false
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func update_card_sections():
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for stat in %CardSectionsContainer.get_children():
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stat.queue_free()
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for sections_info in info.sections:
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if sections_info:
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var new_section : CardSection = CARD_SECTION_SCENE.instantiate() as CardSection
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new_section.info = sections_info
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%CardSectionsContainer.add_child(new_section)
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%CardSections.visible = len(%CardSectionsContainer.get_children()) != 0 && small_mode == false
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