66 lines
1.6 KiB
GDScript
66 lines
1.6 KiB
GDScript
class_name RootUI
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extends CanvasLayer
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@onready var ui_panels:Array = [ %MainMenuUI, %NewGameUI, %GameUI, %GameMenuUI ]
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@onready var active_ui_panel:Control = null
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@onready var player = %Player
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@onready var inventory_dialog:InventoryDialog = %InventoryDialog
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enum ROOT_UI_STATE { MENU, GAME }
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var _root_ui_state:ROOT_UI_STATE = ROOT_UI_STATE.GAME
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var _all_recipes:Array[Recipe] = []
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# Called when the node enters the scene tree for the first time.
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func _ready():
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for file in DirAccess.get_files_at("res://data/recipes"):
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var resource_file = "res://data/recipes/" + file
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var recipe:Recipe = load(resource_file) as Recipe
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_all_recipes.append(recipe)
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if _root_ui_state == ROOT_UI_STATE.MENU:
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activate_ui_panel(%MainMenuUI)
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else:
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activate_ui_panel(%GameUI)
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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 set_root_ui_state(state:ROOT_UI_STATE):
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if state == ROOT_UI_STATE.GAME:
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%World.process_mode = Node.PROCESS_MODE_INHERIT
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activate_ui_panel(%GameUI)
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else:
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%GameMenuUI.hide()
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%World.process_mode = Node.PROCESS_MODE_DISABLED
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activate_ui_panel(%MainMenuUI)
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_root_ui_state = state
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func _on_start_game_button_pressed():
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set_root_ui_state(ROOT_UI_STATE.GAME)
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func _on_quit_button_pressed():
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get_tree().quit()
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func _on_new_game_button_pressed():
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activate_ui_panel(%NewGameUI)
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func _to_main_menu_button_pressed():
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set_root_ui_state(ROOT_UI_STATE.MENU)
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func _unhandled_input(event):
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if event.is_action_released("toggle_inventory"):
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inventory_dialog.open(_all_recipes, player.inventory)
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