135 lines
3.7 KiB
GDScript
135 lines
3.7 KiB
GDScript
class_name RootUI
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extends CanvasLayer
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const GAME_PROFILE_FOLDER:String = "game_profiles"
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@export var startup_scene:PackedScene
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@export var game_scene:PackedScene
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@export var autostart_game_profile:String = ""
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@onready var scene = %Scene
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@onready var ui_panels:Array = [ %MainMenuUI, %StartGameMenuUI, %CreateGameUI, %GameUI ]
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@onready var active_ui_panel:Control = null
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enum ROOT_UI_STATE { UNDEFINED, MENU, GAME }
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var _root_ui_state:ROOT_UI_STATE = ROOT_UI_STATE.UNDEFINED
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var current_game_profile:GameProfileResource = null
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var current_game_profile_directory:String = ""
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func _ready():
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var autostart_load_success = false
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if not autostart_game_profile.is_empty():
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autostart_load_success = _on_start_game_profile("user://" + GAME_PROFILE_FOLDER + "/" + autostart_game_profile + "/game.tres")
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if not autostart_load_success:
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set_root_ui_state(ROOT_UI_STATE.MENU)
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%CreateGameUI.start_game.connect(_on_start_game_profile)
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%StartGameMenuUI.start_game.connect(_on_start_game_profile)
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func activate_ui_panel(ui_panel:Control):
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for control in ui_panels:
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if control == ui_panel:
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control.visible = true
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else:
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control.visible = false
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active_ui_panel = ui_panel
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func load_scene(scene_resource:PackedScene):
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for scene_child in scene.get_children():
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scene_child.queue_free()
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scene_child.get_parent().remove_child(scene_child)
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print("Loading level '" + scene_resource.resource_path + "'")
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scene.add_child(scene_resource .instantiate())
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func save_game():
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var game:Game = %Scene.get_child(0) as Game
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game.save_game(current_game_profile_directory)
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activate_ui_panel(%GameUI)
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func load_game():
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set_root_ui_state(RootUI.ROOT_UI_STATE.UNDEFINED)
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load_scene(game_scene)
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var game:Game = %Scene.get_child(0) as Game
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game.load_game(current_game_profile_directory)
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set_root_ui_state(RootUI.ROOT_UI_STATE.GAME)
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func set_root_ui_state(state:ROOT_UI_STATE):
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if _root_ui_state == state:
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return
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if state == ROOT_UI_STATE.GAME:
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%GameUI.activate_game_scene(scene.get_child(0))
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activate_ui_panel(%GameUI)
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elif state == ROOT_UI_STATE.MENU:
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load_scene(startup_scene)
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%GameUI.activate_game_scene(null)
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activate_ui_panel(%MainMenuUI)
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_root_ui_state = state
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func _on_start_game_profile(profile_path:String) -> bool:
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current_game_profile = null
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current_game_profile_directory = ""
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print ("Root UI: Starting game from profile path " + profile_path)
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current_game_profile = ResourceLoader.load(profile_path)
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if current_game_profile == null:
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push_error("Error loading game profile " + profile_path)
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return false
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# Update last_played timestamp
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current_game_profile.last_played = Time.get_datetime_string_from_system()
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ResourceSaver.save(current_game_profile, profile_path)
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current_game_profile_directory = profile_path.get_base_dir()
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if not _is_savegame_available():
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var level_resource:PackedScene = game_scene
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load_scene(level_resource)
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save_game()
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load_game()
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activate_ui_panel(%GameUI)
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return true
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func _is_savegame_available() -> bool:
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if current_game_profile_directory == "":
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return false
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var game_profile_directory = DirAccess.open(current_game_profile_directory)
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return game_profile_directory.file_exists("savegame.tres")
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func _on_start_game_button_pressed():
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load_scene(game_scene)
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set_root_ui_state(ROOT_UI_STATE.GAME)
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func _on_quit_game_scene():
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save_game()
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set_root_ui_state(ROOT_UI_STATE.MENU)
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func _on_quit_button_pressed():
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get_tree().quit()
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func _activate_main_menu_ui():
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activate_ui_panel(%MainMenuUI)
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func _activate_start_game_menu_ui():
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activate_ui_panel(%StartGameMenuUI)
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func _activate_create_game_ui():
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%CreateGameUI.game_name_edit.text = ""
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activate_ui_panel(%CreateGameUI)
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func _activate_game_ui():
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activate_ui_panel(%GameUI)
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