1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
|
extends Panel
var hbox_labels
var hbox_global
var _turret_holder : Node
var _turret_values : Resource = load("res://scenes/gui/gui_turret_values.tscn")
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 = $"hbox_global/hbox_labels"
hbox_global = $"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 refresh (turret : Dictionary, upgraded : Dictionary = {}):
_fetch()
if upgraded == null: rect_min_size.x = 200
else: rect_min_size.x = 230
get_node("name_label").text = "name: " + turret.name
var dict = {
"damage": turret.get("damage", "-"),
"range": turret.get("range", "-"),
"turn speed": turret.get("turn_speed", "-"),
"cooldown": turret.get("cooldown", "-"),
"projectile": turret.get("projectile", {}).get("type", "-"),
"spread": turret.get("projectile", {}).get("spread", "-"),
"projectile speed": turret.get("projectile", {}).get("speed", "-"),
"projectiles per shot": turret.get("projectile", {}).get("amount", "-"),
"modules": turret.get("modules_max", "-"),
}
var base_values = hbox_global.get_node("hbox_values")
for k in dict:
base_values.get_node(k).text = str(dict[k]);
func _process(delta):
_fetch()
var info = null;
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:
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
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)
self.visible = true
else: self.visible = false
|