feat: skin update
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+107
-19
@@ -54,6 +54,7 @@ signal profile_updated
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# Back button + popups
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@onready var back_btn := %BackBtn as Button
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@onready var topup_gold_btn := %TopupGoldBtn as Button
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@onready var avatar_popup := %AvatarSelectionPopup as PopupPanel
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@onready var avatar_grid := %GridContainer as GridContainer
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@onready var acc_settings_dialog := %AccountSettingsDialog as AcceptDialog
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@@ -89,14 +90,30 @@ const RARITY_COLORS: Dictionary = {
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"Legendary": Color(1.00, 0.70, 0.10, 1)
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}
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## Client-side item catalog: item_id -> { name, rarity, star_value }
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## Add new entries here whenever a new item is added to the shop.
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const ITEM_CATALOG: Dictionary = {
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"head_hat1": {"name": "Cap", "rarity": "Common", "star_value": 50},
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"head_crown": {"name": "Crown", "rarity": "Epic", "star_value": 1500},
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"costume_red": {"name": "Red Suit", "rarity": "Rare", "star_value": 200},
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"costume_gold": {"name": "Gold Suit", "rarity": "Epic", "star_value": 1000},
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"glove_leather": {"name": "Leather Gloves", "rarity": "Common", "star_value": 50},
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"acc_glasses": {"name": "Sunglasses", "rarity": "Rare", "star_value": 300},
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# ── Generic items ──────────────────────────────────────────────────────
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"head_hat1": {"name": "Cap", "rarity": "Common", "star_value": 50},
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"head_crown": {"name": "Crown", "rarity": "Epic", "star_value": 1500},
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"costume_red": {"name": "Red Suit", "rarity": "Rare", "star_value": 200},
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"costume_gold": {"name": "Gold Suit", "rarity": "Epic", "star_value": 1000},
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"glove_leather": {"name": "Leather Gloves", "rarity": "Common", "star_value": 50},
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"acc_glasses": {"name": "Sunglasses", "rarity": "Rare", "star_value": 300},
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# ── Oldpop (Copper) — Hat ─────────────────────────────────────────────
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"oldpop_hat1": {"name": "Oldpop Hat I", "rarity": "Common", "star_value": 100},
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"oldpop_hat2": {"name": "Oldpop Hat II", "rarity": "Rare", "star_value": 250},
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"oldpop_hat3": {"name": "Oldpop Hat III", "rarity": "Epic", "star_value": 800},
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# ── Oldpop (Copper) — Costume ─────────────────────────────────────────
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"oldpop_body": {"name": "Oldpop Body", "rarity": "Rare", "star_value": 200},
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"oldpop_arms": {"name": "Oldpop Arms", "rarity": "Common", "star_value": 100},
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"oldpop-grey-pant": {"name": "Grey Pants", "rarity": "Common", "star_value": 80},
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"oldpop-clothing-original": {"name": "Original Pants", "rarity": "Common", "star_value": 80},
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# kept for backward compat with older purchases
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"oldpop_clothing_original": {"name": "Original Pants", "rarity": "Common", "star_value": 80},
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# ── Oldpop (Copper) — Gloves ──────────────────────────────────────────
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"oldpop_gloves": {"name": "Oldpop Gloves", "rarity": "Common", "star_value": 60},
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}
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const ITEMS_PER_PAGE: int = 9
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# ─────────────────────────────────────────────────────────────
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@@ -149,6 +166,7 @@ func _connect_signals() -> void:
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char_left_btn.pressed.connect(func(): _cycle_loadout_char(-1))
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char_right_btn.pressed.connect(func(): _cycle_loadout_char(1))
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set_default_btn.pressed.connect(_on_set_default_pressed)
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topup_gold_btn.pressed.connect(_on_topup_gold_pressed)
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# Category tabs
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head_tab_btn.pressed.connect(func(): _on_category_tab_pressed("head"))
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@@ -237,10 +255,30 @@ func _highlight_active_tab() -> void:
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func _rebuild_category_items() -> void:
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_category_items.clear()
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var prefix := _current_category + "_"
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var prefix := _current_category + "_"
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# Resolve the current character's node name (e.g. "Copper" → "Oldpop")
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var current_char_display: String = CHARACTERS[_loadout_index]
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var current_char_node: String = CHAR_NODE_MAP.get(current_char_display, current_char_display)
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for item_id: String in UserProfileManager.inventory:
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if item_id.begins_with(prefix):
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_category_items.append(item_id)
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# Look up the skin data from SkinManager first (handles all id formats)
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var skin_data: Dictionary = SkinManager.SKIN_CATALOG.get(item_id, {})
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if not skin_data.is_empty():
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# Only show items that match the current category
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if skin_data.get("category", "") != _current_category:
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continue
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# Only show items that belong to this character (or have no character restriction)
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var item_char: String = skin_data.get("character", "")
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if item_char.is_empty() or item_char == current_char_node:
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if not _category_items.has(item_id):
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_category_items.append(item_id)
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else:
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# Fallback: generic prefix-based match (e.g. "head_hat1" under "head" tab)
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if item_id.begins_with(prefix):
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if not _category_items.has(item_id):
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_category_items.append(item_id)
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# ─────────────────────────────────────────────────────────────
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# Item grid
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@@ -291,8 +329,12 @@ func _show_item_info(item_id: String) -> void:
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item_price_label.text = str(sv) if sv > 0 else ""
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var equipped: String = UserProfileManager.loadout.get(_current_category, "")
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equip_btn.text = "✓ Equipped" if equipped == item_id else "Equip"
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equip_btn.disabled = (equipped == item_id)
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if equipped == item_id:
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equip_btn.text = "Unequip"
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equip_btn.disabled = false
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else:
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equip_btn.text = "Equip"
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equip_btn.disabled = false
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dismantle_btn.disabled = false
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func _clear_item_info() -> void:
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@@ -308,13 +350,28 @@ func _clear_item_info() -> void:
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# ─────────────────────────────────────────────────────────────
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func _on_equip_pressed() -> void:
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if _selected_item_id.is_empty(): return
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var ok: bool = await UserProfileManager.update_loadout(_current_category, _selected_item_id)
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if ok:
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_set_status("Equipped: " + _selected_item_id, Color(0.4, 1.0, 0.4))
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_populate_item_grid()
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_show_item_info(_selected_item_id)
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var equipped: String = UserProfileManager.loadout.get(_current_category, "")
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if equipped == _selected_item_id:
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# ── UNEQUIP ──────────────────────────────────────────────
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var ok: bool = await UserProfileManager.update_loadout(_current_category, "")
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if ok:
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_set_status("Unequipped: " + _selected_item_id, Color(1.0, 0.7, 0.3))
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SkinManager.apply_loadout(character_root, UserProfileManager.loadout)
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_populate_item_grid()
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_show_item_info(_selected_item_id)
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else:
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_set_status("Failed to unequip.", Color.RED)
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else:
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_set_status("Failed to equip item.", Color.RED)
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# ── EQUIP ────────────────────────────────────────────────
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var ok: bool = await UserProfileManager.update_loadout(_current_category, _selected_item_id)
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if ok:
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_set_status("Equipped: " + _selected_item_id, Color(0.4, 1.0, 0.4))
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SkinManager.apply_loadout(character_root, UserProfileManager.loadout)
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_populate_item_grid()
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_show_item_info(_selected_item_id)
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else:
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_set_status("Failed to equip item.", Color.RED)
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func _on_dismantle_pressed() -> void:
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if _selected_item_id.is_empty(): return
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@@ -413,6 +470,8 @@ func _update_3d_preview(character_name: String) -> void:
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anim_player.play("animation-pack/idle")
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elif anim_player.get_animation_list().size() > 0:
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anim_player.play(anim_player.get_animation_list()[0])
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# Apply equipped skins on the newly-visible character
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SkinManager.apply_loadout(character_root, UserProfileManager.loadout)
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# ─────────────────────────────────────────────────────────────
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# Drag-to-rotate
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@@ -570,6 +629,17 @@ func _on_logout_pressed() -> void:
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func _on_admin_panel_pressed() -> void:
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AdminManager.toggle_admin_panel()
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func _on_topup_gold_pressed() -> void:
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_set_status("Topping up gold...", Color.WHITE)
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topup_gold_btn.disabled = true
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var ok: bool = await UserProfileManager.admin_topup_gold()
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topup_gold_btn.disabled = false
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if ok:
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gold_label.text = str(UserProfileManager.wallet.get("gold", 0))
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_set_status("Top-up successful!", Color(0.4, 1.0, 0.4))
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else:
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_set_status("Top-up failed.", Color.RED)
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# ─────────────────────────────────────────────────────────────
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# Show / Close
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# ─────────────────────────────────────────────────────────────
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@@ -582,16 +652,33 @@ func show_panel() -> void:
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_set_status("Loading profile...", Color.YELLOW)
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_load_profile_data()
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_load_loadout()
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_rebuild_category_items()
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_populate_item_grid()
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_check_admin_visibility()
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show()
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if AuthManager.is_guest:
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_on_link_account_pressed()
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_set_status("Link an email to save progress permanently!", Color.YELLOW)
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# Reload inventory from server to guarantee fresh data, then refresh the grid
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_set_status("Refreshing inventory...", Color.WHITE)
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await UserProfileManager.load_inventory()
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# Auto-select the first tab that actually has items (avoids confusing empty grid)
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var found_tab := false
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for cat in ["head", "costume", "glove", "accessory"]:
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_current_category = cat
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_rebuild_category_items()
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if not _category_items.is_empty():
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found_tab = true
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break
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if not found_tab:
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_current_category = "head"
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_rebuild_category_items()
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_current_page = 0
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_populate_item_grid()
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_highlight_active_tab()
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_set_status("", Color.WHITE)
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func _check_admin_visibility() -> void:
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admin_panel_btn.hide()
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topup_gold_btn.hide()
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if not NakamaManager.client or not NakamaManager.session: return
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var account = await NakamaManager.client.get_account_async(NakamaManager.session)
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if account.is_exception(): return
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@@ -599,6 +686,7 @@ func _check_admin_visibility() -> void:
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var meta = JSON.parse_string(raw)
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if meta is Dictionary and meta.get("role", "") in ["owner", "admin"]:
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admin_panel_btn.show()
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topup_gold_btn.show()
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# ─────────────────────────────────────────────────────────────
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# Helpers
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