165 lines
6.0 KiB
GDScript
165 lines
6.0 KiB
GDScript
class_name CombatUI extends CanvasLayer
|
|
|
|
signal fight_confirmed(proposal: CombatProposal)
|
|
signal fight_cancelled
|
|
|
|
@onready var unit_panel: Control = %UnitPanel
|
|
@onready var health_chip_bar: ChipBar = %HealthChipBar
|
|
@onready var health_number: StylizedNumberDisplay = %HealthNumber
|
|
@onready var sp_chip_bar: ChipBar = %SPChipBar
|
|
@onready var sp_number: StylizedNumberDisplay = %SPNumber
|
|
@onready var fs_chip_bar: ChipBar = %FSChipBar
|
|
@onready var fs_number: StylizedNumberDisplay = %FSNumber
|
|
|
|
@onready var background_tint: ColorRect = %BackgroundTint
|
|
@onready var proposal_panel: PanelContainer = %CombatProposalPanel
|
|
@onready var atk_name_label: Label = %AttackerNameLabel
|
|
@onready var atk_hp_bar: ProgressBar = %AttackerHPBar
|
|
@onready var atk_atk_label: Label = %AttackerATKLabel
|
|
@onready var atk_def_label: Label = %AttackerDEFLabel
|
|
@onready var atk_hit_label: Label = %AttackerHITLabel
|
|
@onready var atk_spd_label: Label = %AttackerSPDLabel
|
|
@onready var def_name_label: Label = %DefenderNameLabel
|
|
@onready var def_hp_bar: ProgressBar = %DefenderHPBar
|
|
@onready var def_atk_label: Label = %DefenderATKLabel
|
|
@onready var def_def_label: Label = %DefenderDEFLabel
|
|
@onready var def_hit_label: Label = %DefenderHITLabel
|
|
@onready var def_spd_label: Label = %DefenderSPDLabel
|
|
@onready var fight_button: Button = %FightButton
|
|
@onready var cancel_button: Button = %CancelButton
|
|
@onready var atk_tactic_select: OptionButton = %AttackerTacticSelect
|
|
@onready var def_tactic_select: OptionButton = %DefenderTacticSelect
|
|
|
|
var _selected_unit: DeployedUnit
|
|
var _current_proposal: CombatProposal
|
|
var combat_system: CombatSystem
|
|
|
|
func _ready() -> void:
|
|
unit_panel.visible = false
|
|
proposal_panel.visible = false
|
|
fight_button.pressed.connect(_on_fight_pressed)
|
|
cancel_button.pressed.connect(_on_cancel_pressed)
|
|
atk_tactic_select.item_selected.connect(_on_atk_tactic_selected)
|
|
def_tactic_select.item_selected.connect(_on_def_tactic_selected)
|
|
for deployed: DeployedUnit in get_tree().get_nodes_in_group("deployed_units"):
|
|
deployed.unit_selected_changed.connect(_on_unit_selected_changed)
|
|
deployed.unit_died.connect(_on_unit_died)
|
|
get_tree().node_added.connect(_on_node_added)
|
|
|
|
func _on_node_added(node: Node) -> void:
|
|
if node is DeployedUnit and node.is_in_group("deployed_units"):
|
|
if not node.unit_selected_changed.is_connected(_on_unit_selected_changed):
|
|
node.unit_selected_changed.connect(_on_unit_selected_changed)
|
|
if not node.unit_died.is_connected(_on_unit_died):
|
|
node.unit_died.connect(_on_unit_died)
|
|
|
|
func _on_unit_died(deployed: DeployedUnit) -> void:
|
|
if _selected_unit == deployed:
|
|
_selected_unit = null
|
|
unit_panel.visible = false
|
|
if _current_proposal:
|
|
if _current_proposal.attacker.deployed == deployed or _current_proposal.defender.deployed == deployed:
|
|
_hide_proposal()
|
|
|
|
func _process(_delta: float) -> void:
|
|
if _selected_unit and is_instance_valid(_selected_unit):
|
|
_refresh_unit_panel()
|
|
|
|
func _unhandled_input(event: InputEvent) -> void:
|
|
if proposal_panel.visible and event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_RIGHT:
|
|
_hide_proposal()
|
|
fight_cancelled.emit()
|
|
get_viewport().set_input_as_handled()
|
|
|
|
func _on_unit_selected_changed(deployed: DeployedUnit, selected: bool) -> void:
|
|
if selected:
|
|
_selected_unit = deployed
|
|
_refresh_unit_panel()
|
|
unit_panel.visible = true
|
|
else:
|
|
_selected_unit = null
|
|
unit_panel.visible = false
|
|
|
|
func _refresh_unit_panel() -> void:
|
|
var stats := _selected_unit.current_stats
|
|
health_chip_bar.max_value = stats.max_hp
|
|
health_chip_bar.value = stats.current_hp
|
|
health_number.value = stats.current_hp
|
|
sp_chip_bar.max_value = stats.max_sp
|
|
sp_chip_bar.value = stats.current_sp
|
|
sp_number.value = stats.current_sp
|
|
fs_chip_bar.max_value = stats.max_fs
|
|
fs_chip_bar.value = stats.current_fs
|
|
fs_number.value = stats.current_fs
|
|
|
|
func show_proposal(proposal: CombatProposal) -> void:
|
|
_current_proposal = proposal
|
|
_populate_tactic_select(atk_tactic_select, proposal.attacker)
|
|
_populate_tactic_select(def_tactic_select, proposal.defender)
|
|
_refresh_stats()
|
|
background_tint.visible = true
|
|
proposal_panel.visible = true
|
|
|
|
func _hide_proposal() -> void:
|
|
background_tint.visible = false
|
|
proposal_panel.visible = false
|
|
_current_proposal = null
|
|
|
|
func _on_fight_pressed() -> void:
|
|
if _current_proposal:
|
|
var proposal := _current_proposal
|
|
_hide_proposal()
|
|
fight_confirmed.emit(proposal)
|
|
|
|
func _on_cancel_pressed() -> void:
|
|
_hide_proposal()
|
|
fight_cancelled.emit()
|
|
|
|
|
|
func _populate_tactic_select(button: OptionButton, combatant: CombatProposal.CombatantStats) -> void:
|
|
button.clear()
|
|
var selected_idx := 0
|
|
for i in combatant.available_tactics.size():
|
|
var tactic := combatant.available_tactics[i]
|
|
button.add_item(tactic.tactic_name)
|
|
if tactic == combatant.selected_tactic:
|
|
selected_idx = i
|
|
button.selected = selected_idx
|
|
var is_player := combatant.deployed.unit.allegiance.type == UnitAllegiance.AllegianceType.PLAYER
|
|
button.disabled = not is_player
|
|
|
|
|
|
func _refresh_stats() -> void:
|
|
var atk := _current_proposal.attacker
|
|
var def := _current_proposal.defender
|
|
atk_name_label.text = atk.deployed.unit.info.name
|
|
atk_hp_bar.max_value = atk.max_hp
|
|
atk_hp_bar.value = atk.hp
|
|
atk_atk_label.text = "ATK: %d" % atk.atk
|
|
atk_def_label.text = "DEF: %d" % atk.def
|
|
atk_hit_label.text = "HIT: %d%%" % atk.hit
|
|
atk_spd_label.text = "SPD: %d" % atk.spd
|
|
def_name_label.text = def.deployed.unit.info.name
|
|
def_hp_bar.max_value = def.max_hp
|
|
def_hp_bar.value = def.hp
|
|
def_atk_label.text = "ATK: %d" % def.atk
|
|
def_def_label.text = "DEF: %d" % def.def
|
|
def_hit_label.text = "HIT: %d%%" % def.hit
|
|
def_spd_label.text = "SPD: %d" % def.spd
|
|
|
|
|
|
func _on_atk_tactic_selected(index: int) -> void:
|
|
if not _current_proposal or not combat_system:
|
|
return
|
|
var tactic := _current_proposal.attacker.available_tactics[index]
|
|
combat_system.update_tactic(_current_proposal, true, tactic)
|
|
_refresh_stats()
|
|
|
|
|
|
func _on_def_tactic_selected(index: int) -> void:
|
|
if not _current_proposal or not combat_system:
|
|
return
|
|
var tactic := _current_proposal.defender.available_tactics[index]
|
|
combat_system.update_tactic(_current_proposal, false, tactic)
|
|
_refresh_stats()
|