TinyAdventure/root_ui.gd

220 lines
7.1 KiB
GDScript

class_name RootUI
extends CanvasLayer
const GAME_PROFILE_FOLDER:String = "game_profiles"
@export var startup_scene:PackedScene
@export var game_scene:PackedScene
@export var autostart_game_profile:String = ""
@onready var scene = %Scene
@onready var ui_panels:Array = [ %MainMenuUI, %StartGameMenuUI, %CreateGameUI, %GameUI ]
@onready var active_ui_panel:Control = null
enum ROOT_UI_STATE { UNDEFINED, MENU, GAME }
var _root_ui_state:ROOT_UI_STATE = ROOT_UI_STATE.UNDEFINED
var current_level_resource:String
var current_game_profile:GameProfileResource = null
var current_game_profile_directory:String = ""
var _game_build_system:BuildSystem = null
func _ready():
var autostart_load_success = false
if not autostart_game_profile.is_empty():
autostart_load_success = _on_start_game_profile("user://" + GAME_PROFILE_FOLDER + "/" + autostart_game_profile + "/game.tres")
if not autostart_load_success:
set_root_ui_state(ROOT_UI_STATE.MENU)
%CreateGameUI.start_game.connect(_on_start_game_profile)
%StartGameMenuUI.start_game.connect(_on_start_game_profile)
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 load_scene(scene_resource:PackedScene):
for scene_child in scene.get_children():
scene_child.queue_free()
scene_child.get_parent().remove_child(scene_child)
print("Loading level '" + scene_resource.resource_path + "'")
scene.add_child(scene_resource .instantiate())
current_level_resource = scene_resource.resource_path
_game_build_system = scene.find_child("BuildSystem", true, false) as BuildSystem
var player:Player = scene.find_child("Player", true, false)
InteractionSystem.player = player
func save_game():
var player:Player = scene.find_child("Player", true, false)
if player == null:
push_error("Cannot load game: no player found!")
return
var save_data:SaveGameResource = SaveGameResource.new()
save_data.level = current_level_resource
save_data.level_pickup_items = %GameUI.picked_up_level_items
save_data.player_transform = player.global_transform
for node:Node in get_tree().get_nodes_in_group("quest_state"):
save_data.quest_states[node.name] = {}
for property in node.get_property_list():
if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0:
save_data.quest_states[node.name][property.name] = node.get(property.name)
for item_stack in player.inventory.get_item_stacks():
save_data.inventory.append({"item": item_stack.item, "count": item_stack.count})
for structure:BuiltStructure in get_tree().get_nodes_in_group("built_structure"):
var built_structure_resource = BuiltStructureResource.new()
built_structure_resource.global_transform = structure.global_transform
built_structure_resource.item = structure.item
var item_array = save_data.built_structures.find_key(structure.item)
if item_array == null:
item_array = []
save_data.built_structures[structure.item] = item_array
item_array.append(structure.global_transform)
print("Saving game: " + current_game_profile_directory + "/savegame.tres")
ResourceSaver.save(save_data, current_game_profile_directory + "/savegame.tres")
activate_ui_panel(%GameUI)
func load_game():
set_root_ui_state(RootUI.ROOT_UI_STATE.UNDEFINED)
%GameUI.picked_up_level_items.clear()
print("Loading game: " + current_game_profile_directory + "/savegame.tres")
var save_data:SaveGameResource = load(current_game_profile_directory + "/savegame.tres") as SaveGameResource
var level_resource:PackedScene = load(save_data.level)
load_scene(level_resource)
var player:Player = scene.find_child("Player", true, false)
if player == null:
push_error("Cannot load game: no player found!")
return
player.global_transform = save_data.player_transform
player.init_look_target_direction()
# Quest state
for quest_state:Node in get_tree().get_nodes_in_group("quest_state"):
for property in quest_state.get_property_list():
if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0 and (save_data.quest_states.has(quest_state.name)) and (save_data.quest_states[quest_state.name].has(property.name)):
quest_state.set(property.name, save_data.quest_states[quest_state.name][property.name])
# Inventory
player.inventory.clear()
var inventory_item_stacks:Array[ItemStack] = player.inventory.get_item_stacks()
assert(inventory_item_stacks.size() >= save_data.inventory.size())
for i in range(save_data.inventory.size()):
inventory_item_stacks[i].item = save_data.inventory[i]["item"]
inventory_item_stacks[i].count = save_data.inventory[i]["count"]
# Picked up items
for item_path in save_data.level_pickup_items:
if get_tree().root.has_node(item_path):
var item_node = get_tree().root.get_node(item_path)
%GameUI.picked_up_level_items.append(item_path)
item_node.queue_free()
# Built structures
for item:ItemResource in save_data.built_structures.keys():
var item_transform_array = save_data.built_structures[item] as Array[Transform3D]
for structure_transform in item_transform_array:
_game_build_system.build_structure(item, structure_transform)
set_root_ui_state(RootUI.ROOT_UI_STATE.GAME)
func set_root_ui_state(state:ROOT_UI_STATE):
if _root_ui_state == state:
return
if state == ROOT_UI_STATE.GAME:
%GameUI.activate_game_scene(scene.get_child(0))
activate_ui_panel(%GameUI)
elif state == ROOT_UI_STATE.MENU:
load_scene(startup_scene)
%GameUI.activate_game_scene(null)
activate_ui_panel(%MainMenuUI)
_root_ui_state = state
func _on_start_game_profile(profile_path:String) -> bool:
current_game_profile = null
current_game_profile_directory = ""
print ("Root UI: Starting game from profile path " + profile_path)
current_game_profile = ResourceLoader.load(profile_path)
if current_game_profile == null:
push_error("Error loading game profile " + profile_path)
return false
# Update last_played timestamp
current_game_profile.last_played = Time.get_datetime_string_from_system()
ResourceSaver.save(current_game_profile, profile_path)
current_game_profile_directory = profile_path.get_base_dir()
if not _is_savegame_available():
var level_resource:PackedScene = game_scene
load_scene(level_resource)
save_game()
load_game()
activate_ui_panel(%GameUI)
return true
func _is_savegame_available() -> bool:
if current_game_profile_directory == "":
return false
var game_profile_directory = DirAccess.open(current_game_profile_directory)
return game_profile_directory.file_exists("savegame.tres")
func _on_start_game_button_pressed():
load_scene(game_scene)
set_root_ui_state(ROOT_UI_STATE.GAME)
func _on_quit_game_scene():
save_game()
set_root_ui_state(ROOT_UI_STATE.MENU)
func _on_quit_button_pressed():
get_tree().quit()
func _activate_main_menu_ui():
activate_ui_panel(%MainMenuUI)
func _activate_start_game_menu_ui():
activate_ui_panel(%StartGameMenuUI)
func _activate_create_game_ui():
%CreateGameUI.game_name_edit.text = ""
activate_ui_panel(%CreateGameUI)
func _activate_game_ui():
activate_ui_panel(%GameUI)