- The old character select scene, which was never shown but loaded every character image at startup - Unused SyncResponse and ProgressResponse classes - Playlist.set_last_played_answered and select/local-loading code in the new character select, none of which were called - Settings.delete_player_children, identical to delete_children - An unused variable holding a local file path
68 lines
2.1 KiB
GDScript
68 lines
2.1 KiB
GDScript
extends Control
|
|
|
|
@onready
|
|
var character_panel: Panel = %CharacterPanel
|
|
|
|
@onready
|
|
var title_label: Label = %TitleLabel
|
|
|
|
@onready
|
|
var character_grid: GridContainer = %CharacterGridContainer
|
|
|
|
@onready
|
|
var close_timer: Timer = %CloseTimer
|
|
|
|
var can_select_character: bool = false
|
|
|
|
signal new_new_character_selected(file_name: String)
|
|
|
|
var character: PackedScene = preload("res://character.tscn")
|
|
|
|
func _ready() -> void:
|
|
close_timer.timeout.connect(_on_close_timeout)
|
|
|
|
func _on_close_timeout() -> void:
|
|
print("_on_close_timeout!")
|
|
Settings.character_select_open = false
|
|
close_timer.stop()
|
|
|
|
func load_characters() -> void:
|
|
print("load_characters")
|
|
var fetch_character_list: Callable = func fetch_character_list(list) -> void:
|
|
print("fetch_character_list")
|
|
Settings.delete_children(character_grid)
|
|
if typeof(list) == TYPE_ARRAY:
|
|
for character_name: String in list:
|
|
print("character_name ", character_name)
|
|
var character_box: Character = character.instantiate()
|
|
character_grid.add_child(character_box)
|
|
character_box.custom_minimum_size = Vector2(235, 145)
|
|
character_box.size = Vector2(235, 145)
|
|
character_box.set_character_name(character_name)
|
|
character_box.connect("new_character_selected", _on_character_selected)
|
|
MusicServerClient.fetch_character_list(fetch_character_list)
|
|
|
|
func show_grid(player_name: String) -> void:
|
|
print("show_grid")
|
|
title_label.text = "Select character for " + player_name
|
|
close_timer.stop()
|
|
self.visible = true
|
|
can_select_character = true
|
|
Settings.character_select_open = true
|
|
|
|
func _on_character_selected(texture: ImageTexture) -> void:
|
|
print("_on_character_selected")
|
|
self.visible = false
|
|
if can_select_character:
|
|
new_new_character_selected.emit(texture)
|
|
close_timer.start()
|
|
can_select_character = false
|
|
|
|
func _input(event: InputEvent) -> void:
|
|
if self.visible == true:
|
|
if event is InputEventMouseButton && event.is_pressed():
|
|
var evLocal: InputEvent = make_input_local(event)
|
|
if !Rect2(Vector2(0, 0), character_panel.size).has_point(evLocal.position):
|
|
self.visible = false
|
|
Settings.character_select_open = false
|