add overlay cycling ui #6

This commit is contained in:
ktyl 2022-12-12 23:32:49 +00:00
parent 86b8739982
commit 27a62499dc
14 changed files with 124 additions and 67 deletions

View File

@ -1,4 +1,4 @@
[gd_scene load_steps=11 format=2]
[gd_scene load_steps=13 format=2]
[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
@ -7,8 +7,10 @@
[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
[ext_resource path="res://nodes/ui/overlays UI.tscn" type="PackedScene" id=8]
[ext_resource path="res://nodes/ui/mode_selection_ui.tscn" type="PackedScene" id=9]
[ext_resource path="res://nodes/overlays.tscn" type="PackedScene" id=10]
[ext_resource path="res://resources/overlays/overlays.tres" type="Resource" id=11]
[sub_resource type="Curve" id=1]
_data = [ Vector2( 0, 0 ), 0.0, 5.0, 0, 0, Vector2( 0.5, 1 ), 0.0, 0.0, 0, 0, Vector2( 1, 0 ), -4.0, 0.0, 0, 0 ]
@ -33,6 +35,7 @@ _gridPath = NodePath("../../World Grid")
_cursorPath = NodePath("../../Cursor")
[node name="Overlays" parent="." instance=ExtResource( 10 )]
_overlaysResource = ExtResource( 11 )
_worldGridPath = NodePath("../World Grid")
[node name="UI" type="Control" parent="."]
@ -47,6 +50,9 @@ _buildModePath = NodePath("../../Interaction Modes/Build Mode")
[node name="Mode Selection" parent="UI" instance=ExtResource( 9 )]
[node name="Overlays UI" parent="UI" instance=ExtResource( 8 )]
_overlaysPath = NodePath("../../Overlays")
[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
[connection signal="OnTick" from="Clock" to="World Grid" method="_on_Clock_OnTick"]
[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
@ -55,7 +61,8 @@ _buildModePath = NodePath("../../Interaction Modes/Build Mode")
[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeEntered"]
[connection signal="OnModeEntered" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="EnableBuildMode"]
[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="Interaction Modes" method="_on_Build_Mode_OnModeExited"]
[connection signal="OnModeExited" from="Interaction Modes/Build Mode" to="UI/Mode Selection" method="Enable"]
[connection signal="SelectedTileTypeChanged" from="Interaction Modes/Build Mode" to="UI/Build Mode" method="UpdateButtonToggleState"]
[connection signal="OverlayCycled" from="Overlays" to="UI/Overlays UI" method="UpdateOverlayText"]
[connection signal="OnExit" from="UI/Build Mode" to="Interaction Modes" method="Reset"]
[connection signal="OnExit" from="UI/Build Mode" to="UI/Mode Selection" method="Enable"]
[connection signal="BuildModeEnabled" from="UI/Mode Selection" to="Interaction Modes/Build Mode" method="Enable"]

View File

@ -14,6 +14,6 @@ margin_left = 2.0
margin_top = 562.0
margin_right = 38.0
margin_bottom = 598.0
text = "Build Mode"
text = "[B] Build Mode"
[connection signal="pressed" from="Build Mode" to="." method="EnableBuildMode"]

View File

@ -0,0 +1,18 @@
[gd_scene load_steps=2 format=2]
[ext_resource path="res://scripts/ui/OverlaysUI.cs" type="Script" id=1]
[node name="Overlays UI" type="Node"]
script = ExtResource( 1 )
_cycleOverlayButtonPath = NodePath("Button")
[node name="Button" type="Button" parent="."]
anchor_top = 1.0
anchor_bottom = 1.0
margin_top = -90.0
margin_right = 42.0
margin_bottom = -52.0
grow_vertical = 0
text = "[Tab] Cycle Overlay"
[connection signal="pressed" from="Button" to="." method="CycleOverlay"]

View File

@ -0,0 +1,9 @@
[gd_resource type="Resource" load_steps=4 format=2]
[ext_resource path="res://scripts/overlays/OverlayCollection.cs" type="Script" id=1]
[ext_resource path="res://resources/overlays/no_overlay.tres" type="Resource" id=2]
[ext_resource path="res://resources/overlays/heat_overlay.tres" type="Resource" id=3]
[resource]
script = ExtResource( 1 )
_resources = [ ExtResource( 2 ), ExtResource( 3 ) ]

View File

@ -5,7 +5,6 @@
[resource]
script = ExtResource( 1 )
Name = "Developed"
BuildLabel = "[D]eveloped"
Key = 68
Color = Color( 0.372549, 0.372549, 0.372549, 1 )
HeatGeneration = 0.4

View File

@ -5,4 +5,4 @@
[resource]
script = ExtResource( 1 )
_tileTypeResources = [ ExtResource( 2 ) ]
_resources = [ ExtResource( 2 ) ]

View File

@ -5,7 +5,6 @@
[resource]
script = ExtResource( 1 )
Name = "Wild"
BuildLabel = "[W]ild"
Key = 87
Color = Color( 0, 0.545098, 0.0196078, 1 )
HeatGeneration = -0.2

View File

@ -0,0 +1,33 @@
using Godot;
using System.Collections;
using System.Collections.Generic;
public class ReadOnlyResourceList<T> : Resource, IReadOnlyList<T> where T : Resource
{
[Export]
private List<Resource> _resources = new List<Resource>();
private List<T> Collection
{
get
{
if (_collection != null)
return _collection;
_collection = new List<T>();
foreach (var resource in _resources)
{
_collection.Add((T)resource);
}
return _collection;
}
}
private List<T> _collection = null;
public T this[int index] => Collection[index];
public int Count => Collection.Count;
public IEnumerator<T> GetEnumerator() => Collection.GetEnumerator();
IEnumerator IEnumerable.GetEnumerator() => Collection.GetEnumerator();
}

View File

@ -2,5 +2,6 @@ using Godot;
public abstract class Overlay : Resource
{
public string Name => GetType().ToString();
public abstract void Apply(Tile tile, ShaderMaterial material);
}

View File

@ -0,0 +1,3 @@
public class OverlayCollection : ReadOnlyResourceList<Overlay>
{
}

View File

@ -3,14 +3,16 @@ using System;
public class Overlays : Node
{
[Signal]
delegate void OverlayCycled(Overlay overlay);
[Export]
private KeyList _cycleOverlayKey;
[Export]
private Resource[] _overlayResources;
private Overlay[] _overlays;
[Export] private Resource _overlaysResource;
public Overlay Current => _overlays[_overlayIdx];
private OverlayCollection _overlays;
private int _overlayIdx = 0;
private Overlay Current => _overlays[_overlayIdx];
[Export]
private Resource _tileGridResource;
@ -22,12 +24,8 @@ public class Overlays : Node
public override void _Ready()
{
_overlays = (OverlayCollection)_overlaysResource;
_tileGrid = (TileGrid)_tileGridResource;
_overlays = new Overlay[_overlayResources.Length];
for (int i = 0; i < _overlayResources.Length; i++)
{
_overlays[i] = (Overlay)_overlayResources[i];
}
_worldGrid = GetNode<WorldGrid>(_worldGridPath);
}
@ -60,9 +58,10 @@ public class Overlays : Node
}
}
private void CycleOverlay()
public void CycleOverlay()
{
_overlayIdx++;
_overlayIdx %= _overlays.Length;
_overlayIdx %= _overlays.Count;
EmitSignal(nameof(OverlayCycled), Current);
}
}

View File

@ -5,8 +5,7 @@ public class TileType : Resource
[Export]
public string Name { get; private set; }
[Export]
public string BuildLabel { get; private set; }
public string BuildLabel => $"[{Key}] {Name}";
[Export]
public KeyList Key { get; private set; }
@ -17,8 +16,5 @@ public class TileType : Resource
[Export]
public float HeatGeneration { get; private set; }
public override string ToString()
{
return Name;
}
public override string ToString() => Name;
}

View File

@ -1,46 +1,3 @@
using Godot;
using System;
using System.Collections;
using System.Collections.Generic;
public class TileTypeCollection : Resource, IReadOnlyList<TileType>
public class TileTypeCollection : ReadOnlyResourceList<TileType>
{
[Export]
private List<Resource> _tileTypeResources = new List<Resource>();
private List<TileType> TileTypes
{
get
{
if (_tileTypes != null)
return _tileTypes;
_tileTypes = new List<TileType>();
foreach (var resource in _tileTypeResources)
{
if (!(resource is TileType))
throw new InvalidCastException($"{resource} must be a {typeof(TileType)}");
_tileTypes.Add((TileType)resource);
}
return _tileTypes;
}
}
private List<TileType> _tileTypes = null;
public TileType this[int index] => TileTypes[index];
public int Count => TileTypes.Count;
public IEnumerator<TileType> GetEnumerator()
{
return TileTypes.GetEnumerator();
}
IEnumerator IEnumerable.GetEnumerator()
{
return TileTypes.GetEnumerator();
}
}

View File

@ -0,0 +1,36 @@
using Godot;
using System;
using System.Collections.Generic;
public class OverlaysUI : Node
{
[Export]
private NodePath _cycleOverlayButtonPath;
private Button _cycleOverlayButton;
[Export]
private NodePath _overlaysPath;
private Overlays _overlays;
private string _mainText;
public override void _Ready()
{
base._Ready();
_cycleOverlayButton = GetNode<Button>(_cycleOverlayButtonPath);
_mainText = _cycleOverlayButton.Text;
_overlays = GetNode<Overlays>(_overlaysPath);
}
public void CycleOverlay()
{
_overlays.CycleOverlay();
}
public void UpdateOverlayText(Overlay overlay)
{
_cycleOverlayButton.Text = $"{_mainText} ({_overlays.Current.Name})";
}
}