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