extends PanelContainer var hbox_labels var hbox_global var _turret_holder : Node var load_turrets : Node var resources : Node var gui : Control func _fetch (): if gui == null: gui = get_parent() if load_turrets != null: return; var root = get_tree().root.get_node("world") _turret_holder = root.get_node("turrets") hbox_labels = $"vbox/hbox_global/hbox_labels" hbox_global = $"vbox/hbox_global" resources = root.get_node("player").get_node("resources") load_turrets = root.get_node("saveload").get_node("load_turrets") if !load_turrets.loaded: yield(load_turrets, "done_loading") func flatten (dict : Dictionary): var flat = {} for k in dict: if dict[k] is Dictionary: for kk in dict[k]: flat[k+" "+kk] = dict[k][kk] else: flat[k] = dict[k] return flat func refresh (turret_info : Dictionary, upgraded : Dictionary = {}): _fetch() get_node("vbox").get_node("name_label").text = "name: " + turret_info.name var base_labels = hbox_global.get_node("hbox_labels") var base_values = hbox_global.get_node("hbox_values") for child in base_labels.get_children(): child.queue_free() for child in base_values.get_children(): child.queue_free() var flat = flatten(turret_info) var skip = ["upgrades"] for k in flat: if k in skip or "name" in k: continue var val = str(flat[k]) var label_lab = Label.new() label_lab.text = k base_labels.add_child(label_lab) var label_val = Label.new() label_val.text = val base_values.add_child(label_val) func _process(delta): _fetch() var info = null; var comp = {}; var hovering = null if gui.control.state == Globals.PlayerState.PICK and \ gui.control.statetype == Globals.StateType.TURRET and \ gui.bottom_bar.picker.hovering != "": hovering = gui.bottom_bar.picker.hovering var highlight = null if gui.control.state == Globals.PlayerState.EDIT and \ (gui.control.statetype == Globals.StateType.TURRET or \ gui.control.statetype == Globals.StateType.MODULES or \ gui.control.statetype == Globals.StateType.MODULES_PICK): var turret_name = gui.control.editing_turret highlight = _turret_holder.get_node(turret_name) var placing = null if gui.control.state == Globals.PlayerState.PLACE and \ gui.control.statetype == Globals.StateType.TURRET and \ gui.control.selected != "": placing = gui.control.selected if highlight != null: info = highlight.info_mod elif placing != null: info = load_turrets.info[placing] elif hovering != null: info = load_turrets.info[hovering] elif gui.player.placer.colliding \ and "turrets" in gui.player.placer.colliding_group: info = gui.player.placer.colliding_node.info if info != null: refresh(info, comp) self.visible = true else: self.visible = false