class_name CardPicker extends CenterContainer #fixme INI is probably redundant. enum { INI, CARDS, CARDS_SELECTED, TRANSITION, POSTS, POSTS_SELECTED, DONE } var has_stage = false: set(focus): if not focus == has_stage: if focus: process_mode = Node.PROCESS_MODE_INHERIT self.show() self.mouse_filter = Control.MOUSE_FILTER_PASS else: self.mouse_filter = Control.MOUSE_FILTER_IGNORE self.hide() process_mode = Node.PROCESS_MODE_DISABLED has_stage = focus var _input_locked = true var selection_state = INI: set(state): selection_state = state _input_locked = !(state == CARDS or state == POSTS) if state == CARDS_SELECTED: var tween = get_tree().create_tween() tween.tween_property($thought_prompt, "modulate", Color(1, 1, 1, 0), 0.5) elif state == DONE: reset() var anim_players:Array[AnimationPlayer] = [] var curr_selection_id: int = -1: set(new_id): if selection_state == CARDS or selection_state == POSTS: if not curr_selection_id == -1: options[curr_selection_id].highlighted = false if new_id > options.size() -1: curr_selection_id = 0 elif new_id < 0: curr_selection_id = options.size() - 1 else: curr_selection_id = new_id options[curr_selection_id].highlighted = true else: curr_selection_id = new_id var output:Array = [] var options:Array = [] signal cards_picked(cardnames: Array[String]) # Called when the node enters the scene tree for the first time. func _ready(): for id in range(Scenes.id.YOUTH_DRAEVEN, Scenes.id.YOUTH_JUI_JUTSU + 1): Scenes.sign_up_for_sequence(pick_cards, id, 1) if get_tree().root == self.get_parent(): pick_cards(0, false) State.take_stage(self) reset() func reset(): output = [] options = [] anim_players = [] var card_controls = $cards.get_children() for control in card_controls: options.append(control.get_child(1)) anim_players.append(control.get_child(0)) curr_selection_id = 0 for player in anim_players: player.play("reveal") func fill_card_slots(id: int): var new_cards = HardCards.get_cards_by_scene_id(id) for i in range(new_cards.size()): $cards.get_child(i).remove_child($cards.get_child(i).get_child(1)) var new_card:Card = new_cards[i] $cards.get_child(i).add_child(new_card) new_card.owner = self new_card.connect("mouse_entered", Callable(self, "get_highlight")) options.append(new_card) anim_players.append($cards.get_child(i).get_child(0)) reset() func fill_post_slots(): var sticky_notes: Array[StickyNote] = [] for card: Card in output: sticky_notes.append_array(HardCards.get_children_of(card.card_id)) for note:StickyNote in sticky_notes: note.current_handle = self sticky_notes.shuffle() options = [] for ancor in $sticky_notes.get_children(): ancor.remove_child(ancor.get_child(1)) for i in range(sticky_notes.size()): options.append(sticky_notes[i]) $sticky_notes.get_child(i).add_child(options[i], false) options[i].owner = self var picked_player: AnimationPlayer var random_player: AnimationPlayer func _input(event): #if event.is_action_pressed("ui_end"): # fill_card_slots(3) # selection_state = CARDS if has_stage: if !_input_locked: if event.is_action_pressed("ui_up") or event.is_action_pressed("ui_left") or event.is_action_pressed("ui_focus_next"): curr_selection_id -= 1 elif event.is_action_pressed("ui_down") or event.is_action_pressed("ui_right") or event.is_action_pressed("ui_focus_prev"): curr_selection_id += 1 if event.is_action_pressed("ui_accept"): pick(curr_selection_id) elif event.is_action_pressed("skip"): $Meaning.stop() if selection_state == CARDS_SELECTED: picked_player.play("skip_pick", .1) random_player.play("skip_shuffle", .1) for player in anim_players: player.advance(10.0) transition() show_posts() elif selection_state == POSTS_SELECTED: for player:AnimationPlayer in anim_players + [picked_player, random_player]: player.play("ini") # I do not know, why process_frame won't work here, but this is workaround seems to prevent the notes from flashing the next selection. await(get_tree().create_timer(0.1).timeout) transition() elif selection_state == TRANSITION: show_posts() func pick(id: int): print("%s picked card %s at id %d" % [name, options[id].text, id]) if id == -1: curr_selection_id = 0 return if selection_state == CARDS: selection_state = CARDS_SELECTED elif selection_state == POSTS: selection_state = POSTS_SELECTED anim_players[id].play("pick") picked_player = anim_players[id] var yield_to = anim_players[id].animation_finished output.append(options[id]) options.remove_at(id) anim_players.remove_at(id) var parent_id:StringName if selection_state == POSTS_SELECTED: parent_id = output[-1].parent_id var i:int = 0 for option:StickyNote in options: if option.parent_id == parent_id: options.erase(options) anim_players[i].play("unshuffle") anim_players.remove_at(i) print("Removed StickyNote %s from options pool" % option.sticky_id) i += 1 var winning_id print("Randomly selected card %s" % options[1].text) if !(options[1].text == "void" and not id == 1): randomize() winning_id = randi() % options.size() else: winning_id = 2 if id == 0 else 0 Steam.setAchievement("FIGHT_BACK") Steam.storeStats() output.append(options.pop_at(winning_id)) random_player = anim_players[winning_id] anim_players.pop_at(winning_id).play("shuffle") for anim in anim_players: anim.play("unshuffle") await yield_to transition() func transition(): if selection_state == CARDS_SELECTED: selection_state = TRANSITION options = [] anim_players = [] for control in $sticky_notes.get_children(): options.append(control.get_child(1)) anim_players.append(control.get_child(0)) control.get_child(0).play("post") curr_selection_id = -1 fill_post_slots() await anim_players[0].animation_finished if selection_state != POSTS: show_posts() elif selection_state == POSTS_SELECTED: var out_str:Array[StringName] = [] for card in output: out_str.append(card.text if card.text != "" else "void") cards_picked.emit(out_str) selection_state = DONE Scenes.end_current_sequence() func show_posts(): selection_state = POSTS for player:AnimationPlayer in anim_players: player.play("RESET") func handle_hover(new_highlight): if not _input_locked: curr_selection_id = options.find(new_highlight) func handle_mouse_button(button_event: InputEventMouseButton, new_selection: Node): if not _input_locked: if button_event.button_index == MOUSE_BUTTON_LEFT and button_event.pressed: pick(options.find(new_selection)) func pick_cards(id: int, repeat: bool): print("Reached actor %s in sequence %s. Is%s repeating." % [name, Scenes.id.keys()[id], " not" if repeat else ""]) if not repeat: Input.mouse_mode = Input.MOUSE_MODE_VISIBLE fill_card_slots(id) #State.transition_stage_to(self, true) selection_state = CARDS if id == Scenes.id.YOUTH_DRAEVEN and not repeat: $Meaning.play() else: Scenes.end_current_sequence() func play_scene(_id, _repeat): pass