feat: skin update
This commit is contained in:
+67
-30
@@ -27,7 +27,22 @@ signal closed
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# --- State ---
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var current_category: String = "head"
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var current_char_idx: int = 0
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# Node names inside the GLB scene (CharacterRoot children)
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var available_chars: Array[String] = ["Bob", "Masbro", "Gatot", "Oldpop"]
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# Display name shown in the label -> node name in GLB
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const DISPLAY_TO_NODE: Dictionary = {
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"Copper": "Oldpop",
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"Dabro": "Masbro",
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"Pip": "Bob",
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"Gatot": "Gatot",
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}
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# Reverse: node name -> display name shown to player
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const NODE_TO_DISPLAY: Dictionary = {
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"Oldpop": "Copper",
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"Masbro": "Dabro",
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"Bob": "Pip",
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"Gatot": "Gatot",
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}
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# Drag tracking
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var _is_dragging: bool = false
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@@ -81,12 +96,13 @@ func _ready() -> void:
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# Local 3D preview
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# -----------------------------------------------------------------------
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func _setup_3d_preview() -> void:
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# Attempt to match the user's currently saved loadout character
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var def_char: String = UserProfileManager.profile.get("loadout_character", "Bob")
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var idx = available_chars.find(def_char)
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# loadout_character stores display names (e.g. "Copper") — convert to node name first
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var def_raw: String = UserProfileManager.profile.get("loadout_character", "")
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var def_node: String = DISPLAY_TO_NODE.get(def_raw, def_raw) # "Copper" -> "Oldpop"
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var idx: int = available_chars.find(def_node)
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if idx != -1:
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current_char_idx = idx
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_update_char_name_label()
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_update_preview_char()
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@@ -101,31 +117,30 @@ func _on_next_char() -> void:
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_update_preview_char()
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func _update_char_name_label() -> void:
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char_name_label.text = available_chars[current_char_idx]
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var node_name: String = available_chars[current_char_idx]
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# Show the player-facing display name (e.g. "Copper" instead of "Oldpop")
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char_name_label.text = NODE_TO_DISPLAY.get(node_name, node_name)
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func _update_preview_char() -> void:
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if not character_root: return
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var target_node_name = available_chars[current_char_idx]
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var active_char_node: Node3D = null
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var target_node_name := available_chars[current_char_idx]
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for child in character_root.get_children():
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if child is Node3D:
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child.visible = (child.name == target_node_name)
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if child.name == target_node_name:
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active_char_node = child
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var active_char_node := character_root.get_node_or_null(target_node_name) as Node3D
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if active_char_node and anim_player:
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anim_player.root_node = active_char_node.get_path()
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if anim_player.has_animation("animation-pack/idle"):
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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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if active_char_node:
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var p = preload("res://scenes/player.gd").new()
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p.apply_loadout(active_char_node)
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p.free()
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# Apply the player's current loadout materials
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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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@@ -236,9 +251,12 @@ func _make_star_card(pack: Dictionary) -> Control:
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func _make_cosmetic_card(item: Dictionary) -> Control:
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var card: Control = template_cosmetic_card.duplicate()
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card.visible = true
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var item_id: String = item.get("id", "")
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var already_owned: bool = UserProfileManager.inventory.has(item_id)
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var name_lbl: Label = card.find_child("NameLabel", true, false) as Label
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if name_lbl: name_lbl.text = item.get("name", item.get("id", "?"))
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if name_lbl: name_lbl.text = item.get("name", item_id)
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var rarity: String = item.get("rarity", "Common")
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var rarity_lbl: Label = card.find_child("RarityLabel", true, false) as Label
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@@ -264,10 +282,18 @@ func _make_cosmetic_card(item: Dictionary) -> Control:
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if try_btn: try_btn.pressed.connect(_on_try_pressed.bind(item))
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var buy_btn: Button = card.find_child("BuyBtn", true, false) as Button
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if buy_btn: buy_btn.pressed.connect(_on_buy_cosmetic_pressed.bind(item))
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if buy_btn:
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if already_owned:
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buy_btn.text = "✓ Owned"
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buy_btn.disabled = true
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# Dim the entire card to signal it's already purchased
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card.modulate = Color(0.55, 0.55, 0.55, 0.85)
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else:
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buy_btn.pressed.connect(_on_buy_cosmetic_pressed.bind(item))
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return card
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# -----------------------------------------------------------------------
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# Wallet refresh
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# -----------------------------------------------------------------------
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@@ -281,25 +307,27 @@ func _refresh_wallet() -> void:
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# -----------------------------------------------------------------------
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# Button callbacks
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# -----------------------------------------------------------------------
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# Tracks a revert callable from SkinManager.preview_skin
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var _preview_revert: Callable = Callable()
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func _on_try_pressed(item: Dictionary) -> void:
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status_label.text = "Previewing: " + item.get("name", item.get("id", "?"))
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# Auto-switch character if the catalog item targets a specific one.
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# Auto-switch to the character this skin belongs to (if specified)
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if item.has("character"):
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var char_name: String = item.get("character")
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var idx: int = available_chars.find(char_name)
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if idx != -1 and current_char_idx != idx:
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current_char_idx = idx
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_update_char_name_label()
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# Inject into loadout temporarily to preview it without saving
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var prev: String = UserProfileManager.loadout.get(current_category, "")
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UserProfileManager.loadout[current_category] = item.id
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_update_preview_char()
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# Revert immediately, so jumping to next character drops preview.
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UserProfileManager.loadout[current_category] = prev
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_update_preview_char()
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# Revert any previous preview first
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if _preview_revert.is_valid():
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_preview_revert.call()
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# Live material preview — SkinManager records a revert snapshot automatically
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_preview_revert = SkinManager.preview_skin(character_root, item.get("id", ""))
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func _on_buy_gold_pressed(pack: Dictionary) -> void:
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status_label.text = "Processing purchase..."
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@@ -335,7 +363,16 @@ func _on_buy_cosmetic_pressed(item: Dictionary) -> void:
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status_label.text = ("Purchased: " + item.get("name", item.id)) if success else "Purchase failed."
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if success:
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_refresh_wallet()
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# Refresh preview to show newly purchased skin's materials
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if _preview_revert.is_valid():
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_preview_revert.call()
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_preview_revert = Callable()
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SkinManager.apply_loadout(character_root, UserProfileManager.loadout)
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func _on_close() -> void:
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# Clean up any open preview when closing the shop
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if _preview_revert.is_valid():
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_preview_revert.call()
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_preview_revert = Callable()
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hide()
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emit_signal("closed")
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