76 lines
1.9 KiB
GDScript
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()
|