Files
net-gunner/scripts/disarm_trap_modal.gd

103 lines
3.0 KiB
GDScript

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 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(3 + (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):
Game.player.close_modal()
Game.oneshot(success_sound)
Game.level.disarm_trap(square)
else:
Game.oneshot(progress_sound)
else:
Game.player.close_modal()
Game.oneshot(fail_sound)
Game.level.activate_trap(square)
func button_pressed(event : InputEventAction) -> void:
if disarming:
try_advance(action_value[event.action])
else:
match(event.action):
"detonate":
start_disarming()
"attack":
Game.player.close_modal()
_: return
func _on_timer_timeout() -> void:
Game.player.close_modal()
Game.oneshot(fail_sound)
Game.level.activate_trap(square)