100 lines
2.4 KiB
GDScript
100 lines
2.4 KiB
GDScript
extends Control
|
|
|
|
## Spawns draggable modifier pieces along the bottom of the screen.
|
|
##
|
|
## For now it spawns ALL modifiers in the registry, one of each, and they never
|
|
## run out. That's a debug affordance — the real economy (random draws, rounds,
|
|
## consumption) is a later phase. Right now we just want to prove drag-and-drop
|
|
## works.
|
|
|
|
@export var drop_catcher: Control
|
|
|
|
@export_group("Layout")
|
|
@export var piece_size := Vector2(90, 110)
|
|
@export var spacing := 24.0
|
|
@export var bottom_margin := 30.0
|
|
|
|
@export_group("Behaviour")
|
|
## If false, pieces stay in the tray after a successful drop. Useful while
|
|
## testing; set true when the real economy lands.
|
|
@export var consume_on_use := false
|
|
|
|
const SectorSwatch := preload("res://core/ui/sector_swatch.gd")
|
|
|
|
var _pieces: Array[Control] = []
|
|
|
|
|
|
func _ready() -> void:
|
|
# The tray itself must not eat mouse events — only its pieces should.
|
|
mouse_filter = Control.MOUSE_FILTER_IGNORE
|
|
|
|
if drop_catcher == null:
|
|
push_error("ModifierTray: `drop_catcher` export is not set.")
|
|
return
|
|
|
|
spawn_all()
|
|
|
|
|
|
## Spawn one piece per registered modifier.
|
|
func spawn_all() -> void:
|
|
_clear_pieces()
|
|
|
|
var mods: Array[Modifier] = ModRegistry.modifiers
|
|
if mods.is_empty():
|
|
push_warning("ModifierTray: registry has no modifiers. Nothing to spawn.")
|
|
return
|
|
|
|
for mod in mods:
|
|
_spawn_piece(mod)
|
|
|
|
_layout()
|
|
|
|
|
|
func _spawn_piece(mod: Modifier) -> void:
|
|
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)
|
|
|
|
|
|
func _layout() -> 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 after a successful drop.
|
|
func on_piece_used(piece: Control) -> void:
|
|
if not consume_on_use:
|
|
return # piece snaps home; it's reusable
|
|
|
|
_pieces.erase(piece)
|
|
piece.queue_free()
|
|
_layout()
|
|
|
|
|
|
func _clear_pieces() -> void:
|
|
for p in _pieces:
|
|
if is_instance_valid(p):
|
|
p.queue_free()
|
|
_pieces.clear()
|
|
|
|
|
|
func _notification(what: int) -> void:
|
|
if what == NOTIFICATION_RESIZED:
|
|
_layout()
|