Files
DartGame/game/core/ui/modifier_tray.gd
T

76 lines
1.9 KiB
GDScript

extends Control
## Offers a set of random modifiers each round as draggable pieces.
## Dropping one on the board applies it and consumes the whole set.
const SectorSwatch := preload("res://core/ui/sector_swatch.gd")
@export var drop_catcher: Control
@export var pieces_per_round := 3
@export var piece_size := Vector2(90, 110)
@export var spacing := 24.0
@export var bottom_margin := 30.0
var _pieces: Array[Control] = []
func _ready() -> void:
mouse_filter = Control.MOUSE_FILTER_IGNORE
spawn_round()
func spawn_round() -> void:
_clear_pieces()
# ModRegistry is the autoload. (Was "ModifierCatalog" — renamed.)
var choices: Array = ModRegistry.pick_random(pieces_per_round)
if choices.is_empty():
push_warning("ModifierTray: registry returned no modifiers.")
return
for mod in choices:
var piece := Control.new()
piece.set_script(SectorSwatch)
piece.custom_minimum_size = piece_size
piece.size = piece_size
piece.modifier = mod
piece.paint_texture = mod.texture
piece.drop_catcher = drop_catcher
piece.tray = self
add_child(piece)
_pieces.append(piece)
_layout_pieces()
func _layout_pieces() -> void:
var count := _pieces.size()
if count == 0:
return
var total_w := count * piece_size.x + (count - 1) * spacing
var screen := get_viewport_rect().size
var start_x := (screen.x - total_w) * 0.5
var y := screen.y - piece_size.y - bottom_margin
for i in count:
_pieces[i].position = Vector2(start_x + i * (piece_size.x + spacing), y)
## Called by a piece when it lands successfully — the whole set is spent.
func consume() -> void:
_clear_pieces()
func _clear_pieces() -> void:
for p in _pieces:
if is_instance_valid(p):
p.queue_free()
_pieces.clear()
# TESTING ONLY — SPACE rolls a new set.
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventKey and event.pressed and event.keycode == KEY_SPACE:
spawn_round()