add selection mode ui #5
This commit is contained in:
parent
3b96a58dab
commit
deed00fccc
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@ -1,4 +1,4 @@
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[gd_scene load_steps=9 format=2]
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[gd_scene load_steps=11 format=2]
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[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
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[ext_resource path="res://nodes/grid.tscn" type="PackedScene" id=1]
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[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
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[ext_resource path="res://nodes/grid_cursor.tscn" type="PackedScene" id=2]
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@ -7,6 +7,8 @@
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[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
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[ext_resource path="res://nodes/interaction_modes/interaction_mode.tscn" type="PackedScene" id=5]
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[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
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[ext_resource path="res://nodes/ui/build_mode_ui.tscn" type="PackedScene" id=6]
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[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
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[ext_resource path="res://nodes/interaction_modes/build_mode.tscn" type="PackedScene" id=7]
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[ext_resource path="res://nodes/interaction_modes/selection_mode.tscn" type="PackedScene" id=8]
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[ext_resource path="res://nodes/ui/selection_mode_ui.tscn" type="PackedScene" id=9]
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[sub_resource type="Curve" id=1]
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[sub_resource type="Curve" id=1]
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_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 ]
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_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 ]
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@ -25,19 +27,27 @@ _pulseShape = SubResource( 1 )
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[node name="Interaction Mode" parent="." instance=ExtResource( 5 )]
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[node name="Interaction Mode" parent="." instance=ExtResource( 5 )]
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_buildModePath = NodePath("../Build Mode")
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_buildModePath = NodePath("../Build Mode")
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_selectionModePath = NodePath("../Selection Mode")
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[node name="Build Mode" parent="." instance=ExtResource( 7 )]
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[node name="Build Mode" parent="." instance=ExtResource( 7 )]
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_key = 66
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_key = 66
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[node name="Selection Mode" parent="." instance=ExtResource( 8 )]
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[node name="UI" type="Control" parent="."]
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[node name="UI" type="Control" parent="."]
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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mouse_filter = 2
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[node name="Debug" parent="UI" instance=ExtResource( 3 )]
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[node name="Debug" parent="UI" instance=ExtResource( 3 )]
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[node name="Build Mode" parent="UI" instance=ExtResource( 6 )]
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[node name="Build Mode" parent="UI" instance=ExtResource( 6 )]
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visible = false
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_buildModePath = NodePath("../../Build Mode")
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_buildModePath = NodePath("../../Build Mode")
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[node name="Selection Mode" parent="UI" instance=ExtResource( 9 )]
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_selectionModePath = NodePath("../../Selection Mode")
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[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
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[connection signal="OnPauseChanged" from="Clock" to="UI/Debug" method="_on_Clock_OnPauseChanged"]
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[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="Grid" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
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[connection signal="OnTick" from="Clock" to="UI/Debug" method="_on_Clock_OnTick"]
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@ -45,4 +55,7 @@ _buildModePath = NodePath("../../Build Mode")
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[connection signal="OnInteractionModeChanged" from="Interaction Mode" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnInteractionModeChanged" from="Interaction Mode" to="UI/Debug" method="_on_Interaction_Mode_OnInteractionModeChanged"]
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[connection signal="OnModeEntered" from="Build Mode" to="Interaction Mode" method="_on_Build_Mode_OnModeEntered"]
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[connection signal="OnModeEntered" from="Build Mode" to="Interaction Mode" method="_on_Build_Mode_OnModeEntered"]
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[connection signal="OnModeExited" from="Build Mode" to="Interaction Mode" method="_on_Build_Mode_OnModeExited"]
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[connection signal="OnModeExited" from="Build Mode" to="Interaction Mode" method="_on_Build_Mode_OnModeExited"]
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[connection signal="OnModeEntered" from="Selection Mode" to="Interaction Mode" method="_on_Selection_Mode_OnModeEntered"]
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[connection signal="OnModeExited" from="Selection Mode" to="Interaction Mode" method="_on_Selection_Mode_OnModeExited"]
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[connection signal="OnExit" from="UI/Build Mode" to="Interaction Mode" method="Reset"]
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[connection signal="OnExit" from="UI/Build Mode" to="Interaction Mode" method="Reset"]
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[connection signal="EnableBuildMode" from="UI/Selection Mode" to="Build Mode" method="Enable"]
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@ -1,6 +1,6 @@
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[gd_scene load_steps=2 format=2]
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/interaction_modes/InteractionMode.cs" type="Script" id=1]
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[ext_resource path="res://scripts/interaction_modes/InteractionModes.cs" type="Script" id=1]
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[node name="Interaction Mode" type="Node"]
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[node name="Interaction Mode" type="Node"]
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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@ -0,0 +1,7 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/interaction_modes/SelectionMode.cs" type="Script" id=1]
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[node name="Selection Mode" type="Node"]
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script = ExtResource( 1 )
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_key = 16777217
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@ -3,43 +3,24 @@
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[ext_resource path="res://scripts/ui/BuildModeUI.cs" type="Script" id=1]
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[ext_resource path="res://scripts/ui/BuildModeUI.cs" type="Script" id=1]
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[node name="Build Mode" type="Control"]
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[node name="Build Mode" type="Control"]
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anchor_right = 1.0
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anchor_top = 1.0
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anchor_bottom = 1.0
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anchor_bottom = 1.0
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margin_top = -600.0
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margin_bottom = -600.0
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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[node name="ColorRect" type="ColorRect" parent="."]
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[node name="Exit" type="Button" parent="."]
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anchor_top = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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margin_top = -40.0
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grow_horizontal = 0
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grow_vertical = 0
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[node name="Exit" type="Button" parent="ColorRect"]
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margin_left = 2.0
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margin_left = 2.0
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margin_top = 2.0
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margin_top = 562.0
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margin_right = 38.0
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margin_right = 38.0
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margin_bottom = 38.0
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margin_bottom = 598.0
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text = "Exit"
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[node name="Label" type="Label" parent="ColorRect/Exit"]
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[node name="Developed" type="Button" parent="."]
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anchor_right = 1.0
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anchor_bottom = 1.0
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text = "exit"
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align = 1
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valign = 1
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[node name="Exit2" type="Button" parent="ColorRect"]
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margin_left = 54.0
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margin_left = 54.0
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margin_top = 2.0
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margin_top = 562.0
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margin_right = 90.0
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margin_right = 90.0
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margin_bottom = 38.0
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margin_bottom = 598.0
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text = "Developed"
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[node name="Label" type="Label" parent="ColorRect/Exit2"]
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[connection signal="pressed" from="Exit" to="." method="_on_Exit_pressed"]
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anchor_right = 1.0
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anchor_bottom = 1.0
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text = "developed"
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align = 1
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valign = 1
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autowrap = true
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[connection signal="pressed" from="ColorRect/Exit" to="." method="_on_Exit_pressed"]
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@ -3,8 +3,9 @@
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[ext_resource path="res://scripts/ui/DebugUI.cs" type="Script" id=1]
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[ext_resource path="res://scripts/ui/DebugUI.cs" type="Script" id=1]
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[node name="Debug UI" type="Control"]
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[node name="Debug UI" type="Control"]
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anchor_left = 1.0
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anchor_right = 1.0
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anchor_right = 1.0
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anchor_bottom = 1.0
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mouse_filter = 2
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script = ExtResource( 1 )
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script = ExtResource( 1 )
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TicksLabelPath = NodePath("Ticks")
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TicksLabelPath = NodePath("Ticks")
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PauseLabelPath = NodePath("Paused")
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PauseLabelPath = NodePath("Paused")
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@ -19,7 +20,7 @@ margin_right = -14.0
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margin_bottom = 29.0
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margin_bottom = 29.0
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grow_horizontal = 0
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grow_horizontal = 0
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grow_vertical = 0
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grow_vertical = 0
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text = "mode: SELECT"
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text = "mode: Selection"
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align = 2
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align = 2
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[node name="Ticks" type="Label" parent="."]
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[node name="Ticks" type="Label" parent="."]
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@ -0,0 +1,19 @@
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[gd_scene load_steps=2 format=2]
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[ext_resource path="res://scripts/ui/SelectionModeUI.cs" type="Script" id=1]
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[node name="Selection Mode UI" type="Control"]
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anchor_top = 1.0
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anchor_bottom = 1.0
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margin_top = -600.0
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margin_bottom = -600.0
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script = ExtResource( 1 )
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[node name="Build Mode" type="Button" parent="."]
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margin_left = 2.0
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margin_top = 562.0
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margin_right = 38.0
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margin_bottom = 598.0
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text = "Build Mode"
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[connection signal="pressed" from="Build Mode" to="." method="_on_Build_Mode_pressed"]
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@ -38,25 +38,25 @@ public class GridCursor : Sprite
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this.Visible = _grid.IsInBounds(x, y);
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this.Visible = _grid.IsInBounds(x, y);
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var position = new Vector2(x + .5f, y + .5f) * _grid.CellSize;
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var position = new Vector2(x + .5f, y + .5f) * _grid.CellSize;
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this.Position = position;
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this.Position = position;
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return;
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}
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}
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else if (@event is InputEventMouseButton mouseButtonEvent)
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if (@event is InputEventMouseButton mouseButtonEvent)
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{
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{
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switch ((ButtonList)mouseButtonEvent.ButtonIndex)
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var button = (ButtonList)mouseButtonEvent.ButtonIndex;
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if (button != ButtonList.Left)
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return;
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if (!mouseButtonEvent.Pressed)
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{
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{
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case ButtonList.Left:
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_material.SetShaderParam(T, 0f);
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if (mouseButtonEvent.Pressed)
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return;
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{
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var pos = mouseButtonEvent.Position;
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_grid.GetGridPos(pos, out var x, out var y);
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_grid.SetTileValue(x, y, 1.0f);
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_material.SetShaderParam(T, 1f);
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}
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else
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{
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_material.SetShaderParam(T, 0f);
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}
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break;
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}
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}
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var pos = mouseButtonEvent.Position;
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_grid.GetGridPos(pos, out var x, out var y);
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_grid.SetTileValue(x, y, 1.0f);
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_material.SetShaderParam(T, 1f);
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}
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}
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}
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}
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@ -74,17 +74,8 @@ public class GridCursor : Sprite
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_material.SetShaderParam(T, a);
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_material.SetShaderParam(T, a);
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}
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}
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public void _on_Interaction_Mode_OnInteractionModeChanged(InteractionMode.Mode oldMode, InteractionMode.Mode newMode)
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public void _on_Interaction_Mode_OnInteractionModeChanged(Mode oldMode, Mode newMode)
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{
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{
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switch (newMode)
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_pulsing = newMode is BuildMode;
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{
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case InteractionMode.Mode.SELECT:
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_pulsing = false;
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break;
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case InteractionMode.Mode.BUILD:
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_pulsing = true;
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break;
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}
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}
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}
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}
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}
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@ -1,66 +1,9 @@
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using Godot;
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using Godot;
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using System;
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using System;
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public class BuildMode : Node
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public class BuildMode : Mode
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{
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{
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[Signal]
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delegate void OnModeEntered();
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[Signal]
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delegate void OnModeExited();
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[Export]
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private KeyList _key;
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public bool Active
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{
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get => _active;
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private set
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{
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if (value == _active)
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return;
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_active = value;
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var signal = _active
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? nameof(OnModeEntered)
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: nameof(OnModeExited);
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EmitSignal(signal);
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}
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}
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private bool _active;
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private const int NO_TILE_TYPE_SELECTED = -1;
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private const int NO_TILE_TYPE_SELECTED = -1;
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public int SelectedTileType { get; set; } = NO_TILE_TYPE_SELECTED;
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public int SelectedTileType { get; set; } = NO_TILE_TYPE_SELECTED;
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public override void _Ready()
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{
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}
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public override void _Input(InputEvent @event)
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{
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base._Input(@event);
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if (!(@event is InputEventKey keyEvent))
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return;
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if (!keyEvent.Pressed)
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return;
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var key = (KeyList)keyEvent.Scancode;
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// TODO: this should be developed into a UI stack
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if (key == KeyList.Escape)
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{
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Active = false;
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return;
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}
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if (key == _key)
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{
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Active = true;
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return;
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}
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}
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}
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}
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using Godot;
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using System;
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public class InteractionMode : Node
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{
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[Export]
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private NodePath _buildModePath;
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private BuildMode _buildMode;
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[Signal]
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delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
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public enum Mode
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{
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SELECT = 0,
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BUILD = 1
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}
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public Mode Current { get; private set; }
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public void _on_Build_Mode_OnModeEntered()
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{
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ChangeMode(Mode.BUILD);
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}
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public void _on_Build_Mode_OnModeExited()
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{
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ChangeMode(Mode.SELECT);
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}
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private void ChangeMode(Mode mode)
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{
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if (Current == mode)
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return;
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var old = Current;
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Current = mode;
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EmitSignal(nameof(OnInteractionModeChanged), old, mode);
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}
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public override void _Ready()
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{
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base._Ready();
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_buildMode = GetNode<BuildMode>(_buildModePath);
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Reset();
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}
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public void Reset()
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{
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Current = Mode.SELECT;
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}
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}
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@ -0,0 +1,75 @@
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using Godot;
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using System;
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public class InteractionModes : Node
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{
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[Export]
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private NodePath _buildModePath;
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private BuildMode _buildMode;
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||||||
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[Export]
|
||||||
|
private NodePath _selectionModePath;
|
||||||
|
private SelectionMode _selectionMode;
|
||||||
|
|
||||||
|
[Signal]
|
||||||
|
delegate void OnInteractionModeChanged(Mode oldMode, Mode newMode);
|
||||||
|
|
||||||
|
private Mode _current = null;
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
base._Ready();
|
||||||
|
|
||||||
|
_selectionMode = GetNode<SelectionMode>(_selectionModePath);
|
||||||
|
_buildMode = GetNode<BuildMode>(_buildModePath);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _Process(float delta)
|
||||||
|
{
|
||||||
|
base._Process(delta);
|
||||||
|
|
||||||
|
if (_current == null)
|
||||||
|
{
|
||||||
|
Reset();
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void _on_Build_Mode_OnModeEntered()
|
||||||
|
{
|
||||||
|
_selectionMode.Disable();
|
||||||
|
ChangeMode(_selectionMode, _buildMode);
|
||||||
|
}
|
||||||
|
public void _on_Build_Mode_OnModeExited()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
public void _on_Selection_Mode_OnModeEntered()
|
||||||
|
{
|
||||||
|
_buildMode.Disable();
|
||||||
|
ChangeMode(_buildMode, _selectionMode);
|
||||||
|
}
|
||||||
|
public void _on_Selection_Mode_OnModeExited()
|
||||||
|
{
|
||||||
|
}
|
||||||
|
|
||||||
|
private void ChangeMode(Mode oldMode, Mode newMode)
|
||||||
|
{
|
||||||
|
if (oldMode == newMode)
|
||||||
|
{
|
||||||
|
throw new InvalidOperationException();
|
||||||
|
}
|
||||||
|
|
||||||
|
if (_current != null && oldMode != _current)
|
||||||
|
{
|
||||||
|
throw new InvalidOperationException();
|
||||||
|
}
|
||||||
|
|
||||||
|
_current = newMode;
|
||||||
|
EmitSignal(nameof(OnInteractionModeChanged), oldMode, newMode);
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Reset()
|
||||||
|
{
|
||||||
|
_buildMode.Disable();
|
||||||
|
_selectionMode.Enable();
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,63 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public abstract class Mode : Node
|
||||||
|
{
|
||||||
|
[Signal]
|
||||||
|
delegate void OnModeEntered();
|
||||||
|
[Signal]
|
||||||
|
delegate void OnModeExited();
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
private KeyList _key;
|
||||||
|
|
||||||
|
public bool Active
|
||||||
|
{
|
||||||
|
get => _active;
|
||||||
|
private set
|
||||||
|
{
|
||||||
|
if (value == _active)
|
||||||
|
return;
|
||||||
|
|
||||||
|
_active = value;
|
||||||
|
|
||||||
|
var signal = _active
|
||||||
|
? nameof(OnModeEntered)
|
||||||
|
: nameof(OnModeExited);
|
||||||
|
EmitSignal(signal);
|
||||||
|
}
|
||||||
|
}
|
||||||
|
private bool _active;
|
||||||
|
|
||||||
|
public override void _Input(InputEvent @event)
|
||||||
|
{
|
||||||
|
base._Input(@event);
|
||||||
|
|
||||||
|
if (!(@event is InputEventKey keyEvent))
|
||||||
|
return;
|
||||||
|
|
||||||
|
if (!keyEvent.Pressed)
|
||||||
|
return;
|
||||||
|
|
||||||
|
var key = (KeyList)keyEvent.Scancode;
|
||||||
|
|
||||||
|
if (key == _key)
|
||||||
|
{
|
||||||
|
Active = true;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
public void Enable()
|
||||||
|
{
|
||||||
|
Active = true;
|
||||||
|
}
|
||||||
|
public void Disable()
|
||||||
|
{
|
||||||
|
Active = false;
|
||||||
|
}
|
||||||
|
|
||||||
|
public override string ToString()
|
||||||
|
{
|
||||||
|
return GetType().ToString();
|
||||||
|
}
|
||||||
|
}
|
|
@ -0,0 +1,6 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public class SelectionMode : Mode
|
||||||
|
{
|
||||||
|
}
|
|
@ -28,8 +28,10 @@ public class DebugUI : Control
|
||||||
public void _on_Clock_OnTick(int ticks) =>
|
public void _on_Clock_OnTick(int ticks) =>
|
||||||
SetLabelText(_ticksLabel, "ticks", ticks);
|
SetLabelText(_ticksLabel, "ticks", ticks);
|
||||||
|
|
||||||
public void _on_Interaction_Mode_OnInteractionModeChanged(InteractionMode.Mode oldMode, InteractionMode.Mode newMode) =>
|
public void _on_Interaction_Mode_OnInteractionModeChanged(Mode oldMode, Mode newMode)
|
||||||
|
{
|
||||||
SetLabelText(_interactionModeLabel, "mode", newMode);
|
SetLabelText(_interactionModeLabel, "mode", newMode);
|
||||||
|
}
|
||||||
#endregion
|
#endregion
|
||||||
|
|
||||||
private void SetLabelText(Label label, string key, object value)
|
private void SetLabelText(Label label, string key, object value)
|
||||||
|
|
|
@ -0,0 +1,26 @@
|
||||||
|
using Godot;
|
||||||
|
using System;
|
||||||
|
|
||||||
|
public class SelectionModeUI : Control
|
||||||
|
{
|
||||||
|
[Signal]
|
||||||
|
delegate void EnableBuildMode();
|
||||||
|
|
||||||
|
[Export]
|
||||||
|
private NodePath _selectionModePath;
|
||||||
|
public SelectionMode _selectionMode;
|
||||||
|
|
||||||
|
public void _on_Build_Mode_pressed() => EmitSignal(nameof(EnableBuildMode));
|
||||||
|
|
||||||
|
public override void _Ready()
|
||||||
|
{
|
||||||
|
_selectionMode = GetNode<SelectionMode>(_selectionModePath);
|
||||||
|
}
|
||||||
|
|
||||||
|
public override void _Process(float delta)
|
||||||
|
{
|
||||||
|
base._Process(delta);
|
||||||
|
|
||||||
|
Visible = _selectionMode.Active;
|
||||||
|
}
|
||||||
|
}
|
Loading…
Reference in New Issue