TinyAdventure/root_ui.gd

100 lines
2.5 KiB
GDScript

class_name RootUI
extends CanvasLayer
@export var startup_scene:PackedScene
@export var game_scene:PackedScene
@onready var ui_panels:Array = [ %MainMenuUI, %NewGameUI, %GameUI, %GameMenuUI ]
@onready var active_ui_panel:Control = null
@onready var inventory_dialog:InventoryDialog = %InventoryDialog
@onready var scene = %Scene
enum ROOT_UI_STATE { UNDEFINED, MENU, GAME }
var _root_ui_state:ROOT_UI_STATE = ROOT_UI_STATE.UNDEFINED
var _all_recipes:Array[Recipe] = []
var _player:Player = null
var current_level_resource:String
# Called when the node enters the scene tree for the first time.
func _ready():
for file in DirAccess.get_files_at("res://data/recipes"):
var resource_file = "res://data/recipes/" + file
var recipe:Recipe = load(resource_file) as Recipe
_all_recipes.append(recipe)
set_root_ui_state(ROOT_UI_STATE.GAME)
func activate_ui_panel(ui_panel:Control):
for control in ui_panels:
if control == ui_panel:
control.visible = true
else:
control.visible = false
active_ui_panel = ui_panel
func disconnect_player_signals():
_player.disconnect("trigger_message", %GameUI._on_player_trigger_message)
func update_player_signals():
_player.connect("trigger_message", %GameUI._on_player_trigger_message)
func load_scene(scene_resource:PackedScene):
if _player:
disconnect_player_signals()
for child in scene.get_children():
child.queue_free()
child.get_parent().remove_child(child)
print("Loading level '" + scene_resource.resource_path + "'")
scene.add_child(scene_resource.instantiate())
current_level_resource = scene_resource.resource_path
for pickup_item in get_tree().get_nodes_in_group("pickup_item"):
pickup_item.connect("item_picked_up", get_parent().on_item_pickup)
_player = scene.find_child("Player", true, false)
if _player:
update_player_signals()
func set_root_ui_state(state:ROOT_UI_STATE):
if _root_ui_state == state:
return
if state == ROOT_UI_STATE.GAME:
load_scene(game_scene)
%GameUI.game_scene = scene.get_child(0)
activate_ui_panel(%GameUI)
else:
load_scene(startup_scene)
%GameUI.game_scene = null
%GameMenuUI.hide()
activate_ui_panel(%MainMenuUI)
_root_ui_state = state
func _on_start_game_button_pressed():
set_root_ui_state(ROOT_UI_STATE.GAME)
func _on_quit_button_pressed():
get_tree().quit()
func _on_new_game_button_pressed():
activate_ui_panel(%NewGameUI)
func _to_main_menu_button_pressed():
set_root_ui_state(ROOT_UI_STATE.MENU)
func _unhandled_input(event):
if event.is_action_released("toggle_inventory"):
inventory_dialog.open(_all_recipes, _player.inventory)