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