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space-capture/scripts/ui/planets_ui.gd

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GDScript3
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class_name PlanetsUI
extends Control
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## Container for trails.
@export var trails_container: Node2D
var _trail: Trail
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signal fleet_dispatched(from: ControlPlanet, to: ControlPlanet)
func register_planet(control: ControlPlanet) -> void:
control.selected.connect(_on_planet_selected)
control.pointer_entered.connect(_on_planet_pointer_entered)
control.pointer_exited.connect(_on_planet_pointer_exited)
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func _ready() -> void:
_trail = SceneTemplates.scenes.trail.instantiate()
_trail.visible = false
trails_container.add_child(_trail)
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func _process(delta: float) -> void:
_update_trail(delta, false)
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouse:
_handle_mouse_input(event)
#region Mouse input
var _last_cursor_position: Vector2
func _handle_mouse_input(event: InputEventMouse) -> void:
if event is InputEventMouseMotion:
# The trail follows the cursor.
_last_cursor_position = event.global_position
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.is_released():
# The trail disappears when no longer dragging.
_dragging_from_planet = false
# Detect mouse released on a planet and spawn a fleet.
if _selected_planet != null and _selected_planet.player is LocalPlayer and _pointed_planet != null:
fleet_dispatched.emit(_selected_planet, _pointed_planet)
#endregion
#region Planets
var _selected_planet: ControlPlanet
var _pointed_planet: ControlPlanet
var _dragging_from_planet: bool
func _on_planet_selected(planet: ControlPlanet) -> void:
if _selected_planet != null:
_selected_planet.is_selected = false
_selected_planet = planet
_selected_planet.is_selected = true
_dragging_from_planet = true
_update_trail(0., true)
func _on_planet_pointer_entered(planet: ControlPlanet) -> void:
_pointed_planet = planet
func _on_planet_pointer_exited(planet: ControlPlanet) -> void:
if _pointed_planet == planet:
_pointed_planet = null
#endregion
#region Trail
func _update_trail(delta: float, snap_position: bool) -> void:
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_trail.show = _dragging_from_planet and _selected_planet != null and _selected_planet.player is LocalPlayer
if _trail.show:
_trail.color = _selected_planet.player.color
var target_position = _last_cursor_position if _pointed_planet == null else _pointed_planet.global_position
_trail.start_position = _selected_planet.global_position
_trail.end_position = target_position if snap_position else Utils.damp(_trail.end_position, target_position, 1e-20, delta)
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#endregion