Files
tekton/scripts/ui/powerup_inventory_ui.gd
T

273 lines
9.8 KiB
GDScript

extends Control
# PowerUpInventoryUI - Displays stored powerups and handles selection
# UI References
var icon_containers: Dictionary = {} # { EffectEnum: Button }
# Local State
var selected_effect: int = -1
var special_manager_ref: Node = null # Reference to SpecialTilesManager
@onready var SettingsManager = get_node_or_null("/root/SettingsManager")
signal effect_selected(effect: int)
func _ready():
print("[PowerUpUI] _ready called")
# Connect to SettingsManager to update labels
if SettingsManager and not SettingsManager.control_remapped.is_connected(_on_control_remapped):
SettingsManager.control_remapped.connect(_on_control_remapped)
# Map Effect Enum to UI Nodes (Assumes specific names in main.tscn)
# We try to get them immediately. If they are children, they should be accessible.
var container = get_node_or_null("Container")
if not container:
print("[PowerUpUI] ERROR: Container not found in ", get_path())
return
# Center buttons in the container instead of spreading them out
container.alignment = BoxContainer.ALIGNMENT_CENTER
# Mapping based on User Request
# 11: FASTER_SPEED (0) -> SpeedBtn
# 12: AREA_FREEZE (1) -> FreezeAreaBtn
# 13: BLOCK_FLOOR (2) -> WallBtn
# 14: INVISIBLE_MODE (3) -> GhostBtn
# We use 0, 1, 2, 3 to match SpecialTilesManager.SpecialEffect enum
var speed_btn = container.get_node_or_null("SpeedBtn")
var freeze_btn = container.get_node_or_null("FreezeAreaBtn")
var wall_btn = container.get_node_or_null("WallBtn")
var ghost_btn = container.get_node_or_null("GhostBtn")
var mode = LobbyManager.get_game_mode()
var is_restricted = GameMode.is_restricted(mode)
_setup_btn(0, speed_btn)
_setup_btn(1, freeze_btn)
_setup_btn(2, wall_btn)
_setup_btn(3, ghost_btn)
# All skills available with new logic, but restricted in Stop n Go
if is_restricted:
if wall_btn: wall_btn.visible = false
if freeze_btn: freeze_btn.visible = false
# Re-setup shortcut labels for restricted mode
_update_shortcuts_for_mode(true)
else:
if wall_btn: wall_btn.visible = true
if freeze_btn: freeze_btn.visible = true
_update_shortcuts_for_mode(false)
print("[PowerUpUI] UI Initialization Complete. Mapped %d buttons." % icon_containers.size())
func _on_control_remapped(_action: String, _key: int):
# Refresh all labels
_update_shortcuts_for_mode(LobbyManager.is_game_mode(GameMode.Mode.STOP_N_GO))
func _setup_btn(effect_id: int, btn: Button):
if not btn:
print("[PowerUpUI] Warning: Button for effect %d is null" % effect_id)
return
icon_containers[effect_id] = btn
# Start DISABLED
btn.disabled = true
btn.modulate = Color(0.5, 0.5, 0.5, 0.5) # Grayed out
btn.focus_mode = Control.FOCUS_NONE
# Fix "Floating" issue: don't expand button to fill whole container height
# This keeps the buttons grouped tightly together
btn.size_flags_vertical = Control.SIZE_SHRINK_CENTER
btn.custom_minimum_size.y = 80 # Consistent height
# Add Level Label
if not btn.has_node("LevelLabel"):
var lvl_lbl = Label.new()
lvl_lbl.name = "LevelLabel"
lvl_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
lvl_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
lvl_lbl.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
lvl_lbl.set_anchors_preset(Control.PRESET_FULL_RECT)
lvl_lbl.add_theme_font_size_override("font_size", 16)
lvl_lbl.add_theme_color_override("font_outline_color", Color.BLACK)
lvl_lbl.add_theme_constant_override("outline_size", 4)
lvl_lbl.text = "" # Hidden initially
btn.add_child(lvl_lbl)
# Add Cooldown Label
if not btn.has_node("CooldownLabel"):
var cd_lbl = Label.new()
cd_lbl.name = "CooldownLabel"
cd_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
cd_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
cd_lbl.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
cd_lbl.set_anchors_preset(Control.PRESET_FULL_RECT)
cd_lbl.add_theme_font_size_override("font_size", 20)
cd_lbl.add_theme_color_override("font_outline_color", Color.BLACK)
cd_lbl.add_theme_constant_override("outline_size", 4)
cd_lbl.text = ""
btn.add_child(cd_lbl)
# Add Keyboard Shortcut Label
if not btn.has_node("ShortcutLabel"):
var sc_lbl = Label.new()
sc_lbl.name = "ShortcutLabel"
sc_lbl.mouse_filter = Control.MOUSE_FILTER_IGNORE
sc_lbl.horizontal_alignment = HORIZONTAL_ALIGNMENT_LEFT
sc_lbl.vertical_alignment = VERTICAL_ALIGNMENT_TOP
sc_lbl.set_anchors_preset(Control.PRESET_FULL_RECT)
sc_lbl.offset_left = 5
sc_lbl.offset_top = -4 # Lowered slightly from -12
sc_lbl.add_theme_font_size_override("font_size", 16)
sc_lbl.add_theme_color_override("font_outline_color", Color.BLACK)
sc_lbl.add_theme_constant_override("outline_size", 4)
sc_lbl.add_theme_color_override("font_color", Color(0.9, 0.9, 0.9))
btn.add_child(sc_lbl)
_update_btn_shortcut(effect_id, btn)
# Connect click
if not btn.pressed.is_connected(_on_btn_pressed):
btn.pressed.connect(_on_btn_pressed.bind(effect_id))
func _update_shortcuts_for_mode(is_restricted: bool):
for effect_id in icon_containers:
var btn = icon_containers[effect_id]
_update_btn_shortcut(effect_id, btn)
func _update_btn_shortcut(effect_id: int, btn: Button):
var sc_lbl = btn.get_node_or_null("ShortcutLabel")
if not sc_lbl: return
var mode = LobbyManager.get_game_mode()
var is_sng = mode == GameMode.Mode.STOP_N_GO
var key_text = ""
# Safety check for SettingsManager (Autoload)
if not SettingsManager:
sc_lbl.text = ""
return
if is_sng:
match effect_id:
0: key_text = SettingsManager.get_control_text("powerup_1")
3: key_text = SettingsManager.get_control_text("powerup_2") # Map P2 to Slot 3 (Ghost) in SNG
_: key_text = ""
else:
match effect_id:
0: key_text = SettingsManager.get_control_text("powerup_1")
2: key_text = SettingsManager.get_control_text("powerup_2")
1: key_text = SettingsManager.get_control_text("powerup_3")
3: key_text = SettingsManager.get_control_text("powerup_4")
sc_lbl.text = key_text
func _on_btn_pressed(effect_id: int):
print("[PowerUpUI] Clicked Button %d" % effect_id)
if special_manager_ref:
special_manager_ref.activate_effect(effect_id)
else:
print("[PowerUpUI] ERROR: special_manager_ref is null during click")
func setup(player_node):
print("[PowerUpUI] Setup called for player: ", player_node.name)
var special_manager = player_node.get_node_or_null("SpecialTilesManager")
if special_manager:
_connect_special_manager(special_manager)
else:
print("[PowerUpUI] SpecialTilesManager not found on %s. Waiting for it..." % player_node.name)
if not player_node.child_entered_tree.is_connected(_on_player_child_entered):
player_node.child_entered_tree.connect(_on_player_child_entered.bind(player_node))
func _on_player_child_entered(node: Node, player_node: Node):
if node.name == "SpecialTilesManager":
print("[PowerUpUI] SpecialTilesManager appeared on %s!" % player_node.name)
_connect_special_manager(node)
# Disconnect to avoid checking every child forever
if player_node.child_entered_tree.is_connected(_on_player_child_entered):
player_node.child_entered_tree.disconnect(_on_player_child_entered)
func _connect_special_manager(special_manager):
special_manager_ref = special_manager
print("[PowerUpUI] Connected to SpecialTilesManager")
# Connect signals if not already connected
if not special_manager.is_connected("powerup_unlocked", _on_powerup_unlocked):
special_manager.connect("powerup_unlocked", _on_powerup_unlocked)
if not special_manager.is_connected("cooldown_updated", _on_cooldown_updated):
special_manager.connect("cooldown_updated", _on_cooldown_updated)
if not special_manager.is_connected("inventory_updated", _on_inventory_updated):
special_manager.connect("inventory_updated", _on_inventory_updated)
# Initial State Sync
if icon_containers.is_empty():
print("[PowerUpUI] Warning: Icon containers empty during setup. Attempting _ready logic now...")
var container = get_node_or_null("Container")
if container:
# Fix: Use correct IDs 0-3 here too
_setup_btn(0, container.get_node_or_null("SpeedBtn"))
_setup_btn(1, container.get_node_or_null("FreezeAreaBtn"))
_setup_btn(2, container.get_node_or_null("WallBtn"))
_setup_btn(3, container.get_node_or_null("GhostBtn"))
# Sync Inventory
_on_inventory_updated(special_manager.inventory)
# Sync Levels for owned items
for effect in special_manager.inventory:
if special_manager.inventory[effect]:
var lvl = special_manager.powerup_levels.get(effect, 1)
_on_powerup_unlocked(effect, lvl)
func _on_powerup_unlocked(effect: int, level: int):
# Enable button and set level
if icon_containers.has(effect):
var btn = icon_containers[effect]
print("[PowerUpUI] Enabling button for Effect %d (Node: %s)" % [effect, btn.name])
btn.disabled = false
btn.modulate = Color.WHITE # Restore color
btn.visible = true # Ensure visible
# Update Level
var lvl_lbl = btn.get_node_or_null("LevelLabel")
if lvl_lbl:
lvl_lbl.text = "Lvl %d" % level
else:
print("[PowerUpUI] ERROR: Unlocked Effect %d but no UI button found! Keys: %s" % [effect, icon_containers.keys()])
func _on_cooldown_updated(effect: int, time_left: float, max_time: float):
if icon_containers.has(effect):
var btn = icon_containers[effect]
var cd_lbl = btn.get_node_or_null("CooldownLabel")
if cd_lbl:
if time_left > 0:
cd_lbl.text = "%d" % int(time_left)
btn.disabled = true
btn.modulate = Color(0.7, 0.7, 0.7, 0.8)
else:
cd_lbl.text = ""
# Re-enable if we own it
if special_manager_ref and special_manager_ref.inventory.get(effect, false):
btn.disabled = false
btn.modulate = Color.WHITE
func _on_inventory_updated(inventory: Dictionary):
# Update UI icons (Dimmed vs Lit) and Enablement
print("[PowerUpUI] Inventory Updated: ", inventory)
for effect in icon_containers:
if inventory.has(effect):
var has_item = inventory[effect]
var btn = icon_containers[effect]
btn.modulate = Color.WHITE if has_item else Color(0.5, 0.5, 0.5, 0.5)
btn.disabled = !has_item