TODO: Fix UI Button reaching 0 not greying out, fix state behaviour for selected tiles

This commit is contained in:
Sch1nken 2024-03-06 19:55:13 +01:00
parent b9df0b4361
commit 5b79dc9822
9 changed files with 325 additions and 95 deletions

View file

@ -2,37 +2,142 @@ extends Area3D
class_name InsectTile
@export var coordinates: Vector2i
var coordinates: HexGrid.CubeCoordinates
var layer: int = 0
@export var is_black: bool = false
@export var resource: TileResource
@onready var hexagon_small = $HexagonSmall
var build_in_progress: bool = false
var move_in_progress: bool = false
var hovered: bool = false
var selected: bool = false
var hover_shader: ShaderMaterial = preload("res://InsectTiles/HoverShader.tres")
const SELECTION_FAILED_MAT: ShaderMaterial = preload("res://InsectTiles/SelectionFailedMat.tres")
var mat: StandardMaterial3D
func _ready() -> void:
var tween: Tween
var tweening: bool = false
func _ready() -> void:
if is_black:
hexagon_small.set_surface_override_material(0, resource.material_black.duplicate())
else:
hexagon_small.set_surface_override_material(0, resource.material_white.duplicate())
mat = hexagon_small.get_surface_override_material(0)
GameEvents.insect_tile_selection_request_failed.connect(_on_insect_tile_request_failed)
GameEvents.insect_tile_selection_request_successful.connect(_on_insect_tile_selection_request_sucessful)
GameEvents.insect_selected.connect(_on_insect_selected)
GameEvents.insect_placed.connect(_on_insect_placed)
GameEvents.insect_placement_cancelled.connect(_on_insect_placement_cancelled)
GameEvents.insect_tile_selected.connect(_on_insect_tile_selected)
GameEvents.insect_tile_deselected.connect(_on_insect_tile_deselected)
GameEvents.insect_tile_moved.connect(_on_insect_tile_moved)
func _on_insect_tile_moved(tile: InsectTile, to: HexGrid.CubeCoordinates) -> void:
move_in_progress = false
selected = false
if tile == self:
hovered = false
if not tweening:
mat.next_pass = null
func _on_insect_tile_deselected(tile: InsectTile) -> void:
move_in_progress = false
selected = false
func _on_insect_tile_selected(tile: InsectTile) -> void:
move_in_progress = true
if tile == self:
selected = true
func _on_insect_placed(resource: TileResource, is_black: bool, pos: HexGrid.CubeCoordinates) -> void:
build_in_progress = false
func _on_insect_placement_cancelled() -> void:
build_in_progress = false
func _on_insect_selected(resource: TileResource, is_black: bool) -> void:
build_in_progress = true
func _on_insect_tile_selection_request_sucessful(tile: InsectTile) -> void:
if tile != self:
return
GameEvents.insect_tile_selected.emit(self)
func _tween_shader(value: Color) -> void:
var shader: ShaderMaterial = mat.next_pass
shader.set_shader_parameter("albedo", value)
pass
func _shader_done() -> void:
tweening = false
if hovered:
mat.next_pass = hover_shader
else:
mat.next_pass = null
func _process(delta):
if Input.is_action_just_pressed("place_tile"):
if hovered:
GameEvents.insect_tile_selected.emit(self)
if hovered and not (build_in_progress or move_in_progress):
# check if is movable, either with direct reference to the map, or by ping-ponging a signal
# request_selection
# selection_reguest_successfull
# selection_request_failed
GameEvents.insect_tile_request_selection.emit(self)
func _on_insect_tile_request_failed(tile) -> void:
move_in_progress = false
selected = false
if tile != self:
return
hovered = false
# siomulate a failed selection request
mat.next_pass = SELECTION_FAILED_MAT
tweening = true
if tween != null:
tween.kill()
tween = get_tree().create_tween()
tween.tween_method(_tween_shader, Color.BLACK, Color.DARK_RED, 0.1).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_EXPO)
tween.tween_method(_tween_shader, Color.DARK_RED, Color.BLACK, 0.35).set_ease(Tween.EASE_IN_OUT).set_trans(Tween.TRANS_EXPO)
tween.tween_callback(_shader_done)
GameEvents.insect_tile_deselected.emit(self)
func _on_mouse_entered():
if build_in_progress or move_in_progress:
return
if GameData.is_player_black == is_black:
mat.next_pass = hover_shader
if tween == null:
mat.next_pass = hover_shader
hovered = true
func _on_mouse_exited():
if selected:
return
hovered = false
mat.next_pass = null
if tween == null:
mat.next_pass = null