class_name DisarmTrapModal extends Control const action_value : Dictionary[String, int] = { "detonate" : 0, "lay trap" : 1, "detect" : 2, "attack" : 3 } const icon_textures : Array = [ { "normal" : preload("res://visuals/images/icons/button-detonate.png"), "pressed" : preload("res://visuals/images/icons/button-detonate-hit.png") }, { "normal" : preload("res://visuals/images/icons/button-trap.png"), "pressed" : preload("res://visuals/images/icons/button-trap-hit.png") }, { "normal" : preload("res://visuals/images/icons/button-detect.png"), "pressed" : preload("res://visuals/images/icons/button-detect-hit.png") }, { "normal" : preload("res://visuals/images/icons/button-attack.png"), "pressed" : preload("res://visuals/images/icons/button-attack-hit.png") }, ] const disarm_icon_template = preload("res://templates/disarm_icon.tscn") const success_sound = preload("res://audio/sounds/TomWinandySFX_UI_ScifiTech_Notification_13.wav") const fail_sound = preload("res://audio/sounds/TomWinandySFX_UI_ScifiTech_Cancel_05.wav") const progress_sound = preload("res://audio/sounds/metal_tiny_hit_impact_01.wav") @onready var confirmation_dialog : ConfirmationDialog = %ConfirmationDialog @onready var disarm_window : PanelContainer = %DisarmWindow @onready var disarm_button_container : HBoxContainer = %DisarmContainer @onready var timer : Timer = %Timer @onready var timer_label : Label = %TimerLabel var square : Vector3i var disarm_icons : Array[TextureButton] var disarm_buttons : Array[int] var progress : int var disarming : bool var failed : bool var difficulty : int = 1 func _process(delta: float) -> void: timer_label.text = "%02f.3" % timer.time_left func start_disarming() -> void: disarming = true progress = 0 disarm_icons = [] disarm_buttons = [] for i in range(Game.level.difficulty): var btn = randi_range(0,3) var icon : TextureButton = disarm_icon_template.instantiate() icon.texture_normal = icon_textures[btn].normal icon.texture_pressed = icon_textures[btn].pressed disarm_buttons.append(btn) disarm_icons.append(icon) disarm_button_container.add_child(icon) confirmation_dialog.visible = false disarm_window.visible = true timer.start(2 + (len(disarm_buttons) * randf_range(.75, 1.25) )) func try_advance(btn : int) -> void: if btn == disarm_buttons[progress]: disarm_icons[progress].button_pressed = true progress += 1 if progress >= len(disarm_buttons): succeed() else: Game.oneshot(progress_sound) else: fail() func button_pressed(event : InputEventAction) -> void: if disarming: try_advance(action_value[event.action]) else: match(event.action): "detonate": start_disarming() "attack": var trap = Game.level.get_square_trap(square) trap.disarming = false Game.player.close_modal() _: return func fail() -> void: if failed: return failed = true Game.player.close_modal() Game.oneshot(fail_sound) Game.level.activate_trap(square) func succeed() -> void: Game.player.close_modal() Game.oneshot(success_sound) Game.level.disarm_trap(square) func _on_trap_failed() -> void: fail() func _on_trap_removed(type : Trap.Type) -> void: Game.player.close_modal()