Files
ScrapFrontier/game/menu/ingame/weapon_selection_screen.gd
T
2025-12-26 11:47:09 +03:00

63 lines
1.6 KiB
GDScript

class_name WeaponSelectionScreen
extends Control
signal weapon_selected(weapon_data: WeaponData)
const WEAPON_SELECTOR = preload("res://game/menu/ingame/weapon_selector.tscn")
@export var world_data : WorldData:
set = _set_world_data
@onready var weapon_selectors : Control = $%WeaponSelectors
func _input(event: InputEvent) -> void:
if event.is_action_pressed("ui_left") and _play_left_sound():
SoundManager.play_ui_stream(SoundManager.ui_stream_previous)
if event.is_action_pressed("ui_right") and _play_right_sound():
SoundManager.play_ui_stream(SoundManager.ui_stream_next)
func _play_left_sound() -> bool:
return _play_side_sound(1, 0)
func _play_right_sound() -> bool:
return _play_side_sound(0, 1)
func _play_side_sound(offset_begin: int, offset_end: int) -> bool:
for i in range(offset_begin, weapon_selectors.get_child_count() - offset_end):
var child := weapon_selectors.get_child(i)
if child is WeaponSelector and child.button.has_focus():
return true
return false
func _set_world_data(data: WorldData) -> void:
world_data = data
for child in weapon_selectors.get_children():
child.queue_free()
if world_data == null: return
var selectors : Array[WeaponSelector] = []
for weapon_data in world_data.player_start_weapons:
var selector : WeaponSelector = WEAPON_SELECTOR.instantiate()
weapon_selectors.add_child(selector)
selector.weapon_data = weapon_data
selectors.append(selector)
selector.weapon_selected.connect(_on_weapon_selected)
if selectors.size() > 0:
selectors[0].button.grab_focus()
func _on_weapon_selected(weapon_data: WeaponData) -> void:
weapon_selected.emit(weapon_data)