Files
Corupture/scripts/cell_data.gd
Eric 50093e5937 interaction wheel
cancel interaction wheel
2024-02-28 07:12:38 -06:00

70 lines
2.1 KiB
GDScript

class_name CellData
extends Resource
const BUILD = preload("res://data/interactions/build.tres")
const GATHER = preload("res://data/interactions/gather.tres")
@export var layer_info: Dictionary = {
Constants.TilemapLayers.CORRUPTION: false
}
var _pos: Vector2i
var interaction_display: ProgressBar
func _to_string() -> String:
return "{%s %s}" % [_pos, layer_info]
func _init(pos: Vector2i) -> void:
_pos = pos
func change_layer(layer: int, data: Variant) -> bool:
if layer_info.has(layer) and layer_info[layer] == data:
return false
layer_info[layer] = data
return true
func change_resource(data: GameResource) -> void:
layer_info[Constants.TilemapLayers.ENVIRONMENT] = data
func get_resource() -> GameResource:
return layer_info[Constants.TilemapLayers.ENVIRONMENT] as GameResource
func has_resource() -> bool:
return has_layer(Constants.TilemapLayers.ENVIRONMENT)
func has_building() -> bool:
return has_layer(Constants.TilemapLayers.BUILDINGS)
func is_corrupted() -> bool:
return layer_info[Constants.TilemapLayers.CORRUPTION]
func has_layer(layer: int) -> bool:
return layer_info.has(layer)
func interact(timer: Timer) -> void:
var is_interactable := has_resource() or not has_building()
if is_interactable and not interaction_display:
timer.timeout.connect(_on_interaction_finished.bind(timer))
timer.start(3)
interaction_display = ProgressBar.new()
interaction_display.position = Grid.grid_to_world_center(_pos) - Vector2(30, 10)
interaction_display.size = Vector2(60, 20)
interaction_display.show_percentage = false
var tween = timer.get_tree().create_tween()
tween.tween_property(interaction_display, "value", 100, 3)
timer.get_parent().add_sibling(interaction_display)
func get_interaction_options() -> Array[Interaction]:
var interactions: Array[Interaction] = []
if has_resource():
interactions.append(GATHER)
if not has_building():
interactions.append(BUILD)
return interactions
func _on_interaction_finished(timer: Timer) -> void:
timer.timeout.disconnect(_on_interaction_finished)
if has_resource():
interaction_display.queue_free()
get_resource().gained_resource.emit(get_resource())