68 lines
1.6 KiB
GDScript
68 lines
1.6 KiB
GDScript
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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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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activate_ui_panel(%GameUI)
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# activate_ui_panel(%MainMenuUI)
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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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if not %GameUI.visible:
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%World.process_mode = Node.PROCESS_MODE_DISABLED
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else:
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%World.process_mode = Node.PROCESS_MODE_INHERIT
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active_ui_panel = ui_panel
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func _on_start_game_button_pressed():
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activate_ui_panel(%GameUI)
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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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activate_ui_panel(%MainMenuUI)
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func _unhandled_key_input(event:InputEvent):
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if active_ui_panel != %GameUI:
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return
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var key_event:InputEventKey = event as InputEventKey
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if key_event and key_event.pressed and key_event.get_keycode_with_modifiers() == KEY_ESCAPE:
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activate_ui_panel(%GameMenuUI)
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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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