104 lines
3.0 KiB
GDScript
104 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 = "%02d.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)
|