318 lines
11 KiB
GDScript
318 lines
11 KiB
GDScript
extends Control
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const ABILITY_BUTTON = preload("res://scene/ability_button.tscn")
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const ATTRIBUTE = preload("res://scene/attribute.tscn")
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const SELECTED = preload("res://res/ui/ui_005_basic_message/selected.tres")
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const BASIC_MES_SKIN_CARD = preload("res://scene/basic_mes_skin_card.tscn")
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const START_CONFIG_MES = preload("res://scene/start_config_mes.tscn")
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const BAG_SIDE_CARD = preload("res://scene/bag_side_card.tscn")
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const SKILL_CONFIG_CARD_DOWN = preload("res://scene/skill_config_card_down.tscn")
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const SKILL_CONFIG_CARD_UP = preload("res://scene/skill_config_card_up.tscn")
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var data:Dictionary
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##当前是在游戏外编辑还是在游戏内编辑
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@export var is_in_game:bool=false
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@onready var button_group:Array[Button]=[$VBoxContainer/TextureRect/HBoxContainer/Button, $VBoxContainer/TextureRect/HBoxContainer/Button2, $VBoxContainer/TextureRect/HBoxContainer/Button3, $VBoxContainer/TextureRect/HBoxContainer/Button4, $VBoxContainer/TextureRect/HBoxContainer/Button5, $VBoxContainer/TextureRect/HBoxContainer/Button6]
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@onready var now_selected_button:Button=$VBoxContainer/TextureRect/HBoxContainer/Button
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var now_character_use_equip_page:int=0
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@onready var equipment_group=[%ornaments_equipment1, %ornaments_equipment2, %ornaments_equipment3,%ornaments_equipment4,%hand_equipment1,%hand_equipment2, %head_equipment, %body_equipment]
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#面板关闭信号
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signal close
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var now_selected_mes:StartConfigMes
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func init_from_data():
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for i in equipment_group.size():
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equipment_group[i].index=i
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for i in %special_container.get_children():
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i.queue_free()
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for i in %ability_container.get_children():
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i.queue_free()
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%character.texture=Database.get_texture(CharacterTool.get_skin_now_use_data(data)["character"])
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var basic_data=data["basic_mes"]
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match int(basic_data["type"]):
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0:
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%category.text="历史"
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1:
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%category.text="奇幻"
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2:
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%category.text="现实"
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3:
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%category.text="末世"
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%place.text=basic_data["place"]
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#缺少性别
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%race.text=basic_data["race"]
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%birthday.text=basic_data["birthday"]
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%introduction.text=basic_data["introduction"]
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var basic_attribute:Dictionary=data["basic_attribute"]
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var fight_attribute:Dictionary={}
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if is_in_game:
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fight_attribute=CharacterTool.cacul_fight_attribute(data)
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for i in %basic_attribute.get_children():
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i.queue_free()
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for i in %fight_attribute.get_children():
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i.queue_free()
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for i in basic_attribute.keys():
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var new_attribute=ATTRIBUTE.instantiate()
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new_attribute.data={
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"name":CharacterTool.get_name_by_attribute_key(i),
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"value":basic_attribute[i]
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}
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%basic_attribute.add_child(new_attribute)
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for i in fight_attribute.keys():
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var new_attribute=ATTRIBUTE.instantiate()
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new_attribute.data={
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"name":CharacterTool.get_name_by_attribute_key(i),
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"value":fight_attribute[i]
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}
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%fight_attribute.add_child(new_attribute)
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pass
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if data.has("special"):
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var special_data=data["special"]
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for i in special_data:
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var charactr_special_data=Database.get_special_data(i)
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if charactr_special_data==null:
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continue
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var new_button=ABILITY_BUTTON.instantiate()
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new_button.show_mes=charactr_special_data["introduction"]
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new_button.text=charactr_special_data["name"]
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%special_container.add_child(new_button)
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if data.has("ability"):
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var ability_data=data["ability"]
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for i in ability_data:
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var new_button=ABILITY_BUTTON.instantiate()
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new_button.show_mes=i["introduction"]
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new_button.text=i["name"]
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%ability_container.add_child(new_button)
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%character_name.text=data["name"]
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var star_arr=%star_container.get_children()
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var star_num:int=data["star"]
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for i in star_arr.size():
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if i<star_num:
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star_arr[i].show()
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else:
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star_arr[i].hide()
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#关系
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if data.has("favor"):
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for i in %favor.get_children():
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i.queue_free()
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for i in data["favor"].keys():
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var new_label=Label.new()
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new_label.text=Database.get_npc_name(i)+":"+str(data["favor"][i])
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%favor.add_child(new_label)
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new_label.add_theme_font_size_override("font_size",26)
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#声望
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if data.has("reputation"):
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for i in %reputation.get_children():
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i.queue_free()
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for i in data["reputation"].keys():
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var new_label=Label.new()
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new_label.text=i+":"+str(data["reputation"][i])
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%reputation.add_child(new_label)
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new_label.add_theme_font_size_override("font_size",26)
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for i in %start_config_mes_add_pos.get_children():
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i.queue_free()
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##加载开局
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var start_config_arr:Array=data["start"]
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var start_now_use:int=data["start_now_use"]
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var unclocked_start:Array=data["unclocked_start"]
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for i in start_config_arr.size():
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var new_start:StartConfigMes=START_CONFIG_MES.instantiate()
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%start_config_mes_add_pos.add_child(new_start)
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new_start.index=i
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if i==start_now_use:
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new_start.state=1
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now_selected_mes=new_start
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elif float(i) in unclocked_start:
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new_start.state=0
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else:
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new_start.state=-1
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new_start.set_data(start_config_arr[i])
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new_start.click.connect(start_config_mes_click)
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for i in %skin_card_add_pos.get_children():
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i.queue_free()
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var skin_data_arr:Array=data["skin"]
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var skin_now_use:int=data["skin_now_use"]
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var unlocked_skin=data["unlocked_skin"]
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for i in skin_data_arr.size():
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var new_skin_card:BasicMesSkinCard=BASIC_MES_SKIN_CARD.instantiate()
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%skin_card_add_pos.add_child(new_skin_card)
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new_skin_card.index=i
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if i==skin_now_use:
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new_skin_card.state=1
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now_selected_skin_card=new_skin_card
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elif float(i) in unlocked_skin:
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new_skin_card.state=0
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else:
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new_skin_card.state=-1
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new_skin_card.set_data(skin_data_arr[i])
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new_skin_card.click.connect(skin_card_click)
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#装备界面
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if is_in_game:
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for i in %bag_side_card_add_pos.get_children():
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i.queue_free()
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var bag_equip:Array=Global.get_all_equip_index_and_data_in_bag()
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var ind_arr:Array=bag_equip[0]
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var data_arr:Array=bag_equip[1]
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for i in ind_arr.size():
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var new_card=BAG_SIDE_CARD.instantiate()
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new_card.equip_index=ind_arr[i]
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%bag_side_card_add_pos.add_child(new_card)
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new_card.set_data(data_arr[i])
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pass
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now_character_use_equip_page=Global.get_character_page_now_use()
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var now_use_equip_data_arr=Global.get_now_character_equip_use()
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for i in equipment_group.size():
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equipment_group[i].page=now_character_use_equip_page
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equipment_group[i].set_data(now_use_equip_data_arr[i])
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#技能配置
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if is_in_game:
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for i in %skill_config_card_up_add_pos.get_children():
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i.queue_free()
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for i in %skill_config_card_down_add_pos.get_children():
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i.queue_free()
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var character_skill:Array=Global.get_now_character_skill()
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var bag=Global.get_all_skill_index_and_data_in_bag()
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var bag_index:Array=bag[0]
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var bag_skill_data:Array=bag[1]
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for i in character_skill.size():
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var new_card=SKILL_CONFIG_CARD_UP.instantiate()
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%skill_config_card_up_add_pos.add_child(new_card)
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new_card.click.connect(card_up_click.bind(i))
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new_card.set_data(character_skill[i])
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for i in bag_skill_data.size():
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var new_card=SKILL_CONFIG_CARD_DOWN.instantiate()
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%skill_config_card_down_add_pos.add_child(new_card)
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new_card.click.connect(card_down_click.bind(bag_index[i]))
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new_card.set_data(bag_skill_data[i])
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pass
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pass
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#角色装备技能被点击触发
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func card_up_click(ind:int):
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Global.remove_skill_card_ind_to_bag(ind)
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fresh()
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pass
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#背包技能被点击触发
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func card_down_click(ind:int):
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Global.add_sill_card_from_bag_to_character(ind)
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fresh()
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pass
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#开局按钮被点击触发
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func start_config_mes_click(mes:StartConfigMes,ind:int):
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now_selected_mes.state=0
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mes.state=1
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now_selected_mes=mes
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#添加开局选择修饰
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Database.add_character_embellich_data(data["id"],"start",ind)
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data=Database.get_character_data(data["id"])
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init_from_data()
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pass
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var now_selected_skin_card:BasicMesSkinCard
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func connect_button():
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for i in button_group.size():
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button_group[i].pressed.connect(selected.bind(i))
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#当第几个皮肤卡片被点击时
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func skin_card_click(skin:BasicMesSkinCard,skin_index:int):
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#添加皮肤修饰器
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Database.add_character_embellich_data(data["id"],"skin",skin_index)
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%character.texture=Database.get_texture(data["skin"][skin_index]["character"])
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now_selected_skin_card.state=0
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skin.state=1
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now_selected_skin_card=skin
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pass
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func selected(ind:int):
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if now_selected_button!=null:
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var new_st=StyleBoxEmpty.new()
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now_selected_button.add_theme_stylebox_override("normal",new_st)
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now_selected_button.add_theme_stylebox_override("pressed",new_st)
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now_selected_button.add_theme_stylebox_override("hover",new_st)
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now_selected_button.add_theme_stylebox_override("hover_pressed",new_st)
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now_selected_button=button_group[ind]
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now_selected_button.add_theme_stylebox_override("normal",SELECTED)
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now_selected_button.add_theme_stylebox_override("pressed",SELECTED)
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now_selected_button.add_theme_stylebox_override("hover",SELECTED)
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now_selected_button.add_theme_stylebox_override("hover_pressed",SELECTED)
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%TabContainer.set_current_tab(ind)
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pass
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func _ready() -> void:
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##向背包中添加物品
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#Global.add_item_to_bag(Global.get_item_data("item_01"))
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#Global.add_item_to_bag(Global.get_item_data("item_02"))
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#Global.add_item_to_bag(Global.get_item_data("item_03"))
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#Global.add_item_to_bag(Global.get_item_data("item_04"))
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#Global.add_item_to_bag(Global.get_item_data("item_05"))
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#Global.add_item_to_bag(Global.get_item_data("item_01"))
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#Global.add_item_to_bag(Global.get_item_data("item_02"))
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#Global.add_item_to_bag(Global.get_item_data("item_03"))
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#Global.add_item_to_bag(Global.get_item_data("item_04"))
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#Global.add_item_to_bag(Global.get_item_data("item_05"))
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#Global.add_item_to_bag(Global.get_item_data("item_01"))
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#Global.add_item_to_bag(Global.get_item_data("item_02"))
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#Global.add_item_to_bag(Global.get_item_data("item_03"))
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#Global.add_item_to_bag(Global.get_item_data("item_04"))
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#Global.add_item_to_bag(Global.get_item_data("item_05"))
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#Global.add_item_to_bag(Global.get_item_data("item_01"))
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#Global.add_item_to_bag(Global.get_item_data("item_02"))
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#Global.add_item_to_bag(Global.get_item_data("item_03"))
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#Global.add_item_to_bag(Global.get_item_data("item_04"))
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#Global.add_item_to_bag(Global.get_item_data("item_05"))
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#Global.add_item_to_bag(Global.get_item_data("item_01"))
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#Global.add_item_to_bag(Global.get_item_data("item_02"))
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#Global.add_item_to_bag(Global.get_item_data("item_03"))
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#Global.add_item_to_bag(Global.get_item_data("item_04"))
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#Global.add_item_to_bag(Global.get_item_data("item_05"))
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if is_in_game:
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$VBoxContainer/TextureRect/HBoxContainer/Button6.hide()
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$VBoxContainer/TextureRect/HBoxContainer/Button4.show()
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$VBoxContainer/TextureRect/HBoxContainer/Button5.show()
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else:
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$VBoxContainer/TextureRect/HBoxContainer/Button6.show()
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$VBoxContainer/TextureRect/HBoxContainer/Button4.hide()
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$VBoxContainer/TextureRect/HBoxContainer/Button5.hide()
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pass
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for i in equipment_group:
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i.fresh.connect(fresh)
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#Global.set_now_character("test_character_01")
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if is_in_game:
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data=Global.get_now_character_data()
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init_from_data()
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connect_button()
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func _on_back_button_pressed() -> void:
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self.hide()
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close.emit()
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pass # Replace with function body.
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#切换装备页按钮按下时
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func _on_bag_tab_button_pressed(n: int) -> void:
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Global.change_character_equip_now_use(n-1)
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data=Global.get_now_character_data()
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init_from_data()
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pass # Replace with function body.
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func fresh():
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data=Global.get_now_character_data()
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init_from_data()
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pass
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