Files
tekton/scripts/ui/profile_panel.gd
T

337 lines
12 KiB
GDScript

extends Control
## Profile panel controller — full-scene loadout screen.
## Left: profile info + default character selector.
## Right: 3D SubViewport character preview.
signal closed
signal profile_updated
# -------------------------------------------------------------------------
# UI References
# -------------------------------------------------------------------------
@onready var back_btn := %BackBtn as Button
@onready var avatar_display := %AvatarDisplay as TextureRect
@onready var change_avatar_btn := %ChangeAvatarBtn as Button
@onready var display_name_input := %DisplayNameInput as LineEdit
@onready var save_name_btn := %SaveNameBtn as Button
@onready var games_played_label := %GamesPlayed as Label
@onready var win_rate_label := %WinRate as Label
@onready var high_score_label := %HighScore as Label
@onready var account_type_label := %AccountType as Label
@onready var link_account_btn := %LinkAccountBtn as Button
@onready var admin_panel_btn := %AdminPanelBtn as Button
@onready var logout_btn := %LogoutBtn as Button
@onready var status_label := %StatusLabel as Label
@onready var avatar_popup := %AvatarSelectionPopup as PopupPanel
@onready var avatar_grid := %GridContainer as GridContainer
# Loadout refs
@onready var char_left_btn := %CharLeftBtn as Button
@onready var char_right_btn := %CharRightBtn as Button
@onready var loadout_char_name := %LoadoutCharName as Label
@onready var set_default_btn := %SetDefaultBtn as Button
# 3D Preview refs
@onready var character_root := %CharacterRoot as Node3D
@onready var anim_player: AnimationPlayer
# -------------------------------------------------------------------------
# State
# -------------------------------------------------------------------------
const CHARACTERS: Array[String] = ["Copper", "Dabro", "Gatot", "Pip"]
# Maps game character name -> GLB node name in the SubViewport
# Must match the mapping in player.gd's set_character()
const CHAR_NODE_MAP: Dictionary = {
"Copper": "Oldpop",
"Dabro": "Masbro",
"Gatot": "Gatot",
"Pip": "Bob"
}
var _loadout_index: int = 0 # Index into CHARACTERS
var _default_character: String = "Copper"
func _ready() -> void:
_connect_signals()
_load_profile_data()
_setup_avatar_grid()
_load_loadout()
_setup_3d_preview()
func _connect_signals() -> void:
back_btn.pressed.connect(_on_close_pressed)
change_avatar_btn.pressed.connect(_on_change_avatar_pressed)
save_name_btn.pressed.connect(_on_save_name_pressed)
link_account_btn.pressed.connect(_on_link_account_pressed)
admin_panel_btn.pressed.connect(_on_admin_panel_pressed)
logout_btn.pressed.connect(_on_logout_pressed)
char_left_btn.pressed.connect(func(): _cycle_loadout_char(-1))
char_right_btn.pressed.connect(func(): _cycle_loadout_char(1))
set_default_btn.pressed.connect(_on_set_default_pressed)
UserProfileManager.profile_updated.connect(_on_profile_updated)
UserProfileManager.profile_update_failed.connect(_on_profile_update_failed)
# -------------------------------------------------------------------------
# Profile
# -------------------------------------------------------------------------
func _load_profile_data() -> void:
var profile := UserProfileManager.profile
var stats := UserProfileManager.stats
display_name_input.text = profile.get("display_name", "Guest")
display_name_input.max_length = 6
var avatar_url: String = UserProfileManager.get_avatar_url()
if ResourceLoader.exists(avatar_url):
avatar_display.texture = load(avatar_url)
games_played_label.text = "Games Played: %d" % stats.get("games_played", 0)
win_rate_label.text = "Win Rate: %.1f%%" % UserProfileManager.get_win_rate()
high_score_label.text = "High Score: %d" % stats.get("high_score", 0)
if AuthManager.is_guest:
account_type_label.text = "Account: Guest"
link_account_btn.visible = true
link_account_btn.text = "Link Email (Keep Progress)"
else:
var mode_name := _get_auth_mode_name(AuthManager.auth_mode)
account_type_label.text = "Account: %s" % mode_name
link_account_btn.visible = false
status_label.text = ""
func _get_auth_mode_name(mode: int) -> String:
match mode:
AuthManager.AuthMode.EMAIL:
return "Email"
AuthManager.AuthMode.GOOGLE:
return "Google"
AuthManager.AuthMode.APPLE:
return "Apple"
AuthManager.AuthMode.FACEBOOK:
return "Facebook"
_:
return "Guest"
# -------------------------------------------------------------------------
# Loadout
# -------------------------------------------------------------------------
func _load_loadout() -> void:
"""Load the saved default character from profile storage."""
var saved = UserProfileManager.profile.get("loadout_character", "Copper")
var idx = CHARACTERS.find(saved)
_loadout_index = max(idx, 0)
_default_character = CHARACTERS[_loadout_index]
_refresh_loadout_ui()
func _cycle_loadout_char(direction: int) -> void:
_loadout_index = wrapi(_loadout_index + direction, 0, CHARACTERS.size())
_refresh_loadout_ui()
_update_3d_preview(CHARACTERS[_loadout_index])
func _refresh_loadout_ui() -> void:
var char_name := CHARACTERS[_loadout_index]
loadout_char_name.text = char_name
var is_default := char_name == _default_character
set_default_btn.text = "✓ DEFAULT" if is_default else "Set as Default"
set_default_btn.disabled = is_default
_update_3d_preview(char_name)
func _on_set_default_pressed() -> void:
var char_name := CHARACTERS[_loadout_index]
_default_character = char_name
UserProfileManager.profile["loadout_character"] = char_name
# Also apply immediately to LobbyManager
if LobbyManager.available_characters.has(char_name):
LobbyManager.local_character_index = LobbyManager.available_characters.find(char_name)
status_label.text = "Loadout set to: " + char_name
status_label.add_theme_color_override("font_color", Color(0.4, 0.8, 0.4))
_refresh_loadout_ui()
# Persist to storage
_save_loadout_to_profile()
func _save_loadout_to_profile() -> void:
"""Save loadout_character field to Nakama profile storage."""
if not NakamaManager.session:
return
var data := {
"avatar_index": UserProfileManager.profile.get("avatar_index", 0),
"bio": UserProfileManager.profile.get("bio", ""),
"country": UserProfileManager.profile.get("country", ""),
"language": UserProfileManager.profile.get("language", "en"),
"loadout_character": _default_character
}
var write_obj := NakamaWriteStorageObject.new(
"profiles", "profile", 2, 1, JSON.stringify(data), ""
)
await NakamaManager.client.write_storage_objects_async(NakamaManager.session, [write_obj])
# -------------------------------------------------------------------------
# 3D Preview
# -------------------------------------------------------------------------
func _setup_3d_preview() -> void:
anim_player = character_root.get_node_or_null("AnimationPlayer")
_update_3d_preview(_default_character)
func _update_3d_preview(character_name: String) -> void:
if not character_root:
return
var node_name: String = CHAR_NODE_MAP.get(character_name, "Masbro")
for child in character_root.get_children():
if child is Node3D:
child.visible = (child.name == node_name)
# Update AnimationPlayer root
if anim_player:
var new_root := character_root.get_node_or_null(node_name)
if new_root:
anim_player.root_node = new_root.get_path()
if anim_player.has_animation("animation-pack/idle"):
anim_player.play("animation-pack/idle")
elif anim_player.get_animation_list().size() > 0:
anim_player.play(anim_player.get_animation_list()[0])
# -------------------------------------------------------------------------
# Avatar
# -------------------------------------------------------------------------
func _setup_avatar_grid() -> void:
for child in avatar_grid.get_children():
child.queue_free()
for i in range(UserProfileManager.AVATARS.size()):
var avatar_path: String = UserProfileManager.AVATARS[i]
var btn := Button.new()
btn.custom_minimum_size = Vector2(64, 64)
if ResourceLoader.exists(avatar_path):
var tex := load(avatar_path) as Texture2D
btn.icon = tex
btn.expand_icon = true
else:
btn.text = str(i + 1)
btn.pressed.connect(_on_avatar_selected.bind(i))
avatar_grid.add_child(btn)
func _on_change_avatar_pressed() -> void:
avatar_popup.popup_centered()
func _on_avatar_selected(index: int) -> void:
avatar_popup.hide()
status_label.text = "Saving avatar..."
var success := await UserProfileManager.update_avatar(index)
if success:
var avatar_url: String = UserProfileManager.get_avatar_url()
if ResourceLoader.exists(avatar_url):
avatar_display.texture = load(avatar_url)
status_label.text = "Avatar updated!"
else:
status_label.text = "Failed to update avatar"
# -------------------------------------------------------------------------
# Name
# -------------------------------------------------------------------------
func _on_save_name_pressed() -> void:
var new_name := display_name_input.text.strip_edges()
if new_name.is_empty():
status_label.text = "Name cannot be empty"
return
status_label.text = "Saving..."
save_name_btn.disabled = true
var success := await UserProfileManager.update_display_name(new_name)
save_name_btn.disabled = false
if success:
status_label.add_theme_color_override("font_color", Color.GREEN)
status_label.text = "Name updated!"
emit_signal("profile_updated")
await get_tree().create_timer(3.0).timeout
status_label.text = ""
else:
status_label.add_theme_color_override("font_color", Color.RED)
status_label.text = "Failed to update name"
# -------------------------------------------------------------------------
# Account
# -------------------------------------------------------------------------
func _on_link_account_pressed() -> void:
var dialog := AcceptDialog.new()
dialog.title = "Link Email"
dialog.dialog_text = "Enter your email and password to link this guest account.\nYour progress will be preserved!"
var vbox := VBoxContainer.new()
var email_input := LineEdit.new()
email_input.placeholder_text = "Email"
var password_input := LineEdit.new()
password_input.placeholder_text = "Password"
password_input.secret = true
vbox.add_child(email_input)
vbox.add_child(password_input)
dialog.add_child(vbox)
add_child(dialog)
dialog.popup_centered()
dialog.confirmed.connect(func():
var email := email_input.text.strip_edges()
var password := password_input.text
if email.is_empty() or password.is_empty():
status_label.text = "Please fill in all fields"
return
status_label.text = "Linking account..."
var success := await AuthManager.link_email(email, password)
if success:
status_label.text = "Account linked successfully!"
link_account_btn.visible = false
account_type_label.text = "Account: Email"
else:
status_label.text = "Failed to link account"
dialog.queue_free()
)
func _on_logout_pressed() -> void:
AuthManager.logout()
get_tree().change_scene_to_file("res://scenes/ui/login_screen.tscn")
func _on_admin_panel_pressed() -> void:
if has_node("/root/AdminManager"):
get_node("/root/AdminManager").toggle_admin_panel()
else:
AdminManager.toggle_admin_panel()
# -------------------------------------------------------------------------
# Close / Show
# -------------------------------------------------------------------------
func _on_close_pressed() -> void:
hide()
emit_signal("closed")
func show_panel() -> void:
_load_profile_data()
_load_loadout()
_check_admin_visibility()
show()
func _check_admin_visibility() -> void:
admin_panel_btn.hide()
if not NakamaManager.client or not NakamaManager.session:
return
# Use native Nakama account API to check user metadata for admin role
var account = await NakamaManager.client.get_account_async(NakamaManager.session)
if account.is_exception():
return
# Check account metadata for role
var metadata_str: String = account.user.metadata if account.user.metadata else "{}"
var metadata = JSON.parse_string(metadata_str)
if metadata and metadata is Dictionary:
var role = metadata.get("role", "")
if role in ["owner", "admin"]:
admin_panel_btn.show()
# -------------------------------------------------------------------------
# Signal handlers
# -------------------------------------------------------------------------
func _on_profile_updated() -> void:
_load_profile_data()
func _on_profile_update_failed(error: String) -> void:
status_label.add_theme_color_override("font_color", Color.RED)
status_label.text = error
await get_tree().create_timer(3.0).timeout
status_label.text = ""