Files
pomchronicles/scripts/adventurer_portrait.gd

81 lines
2.2 KiB
GDScript

class_name AdventurerPortrait extends Control
var option_sets : Dictionary
var cv_lists : Array
func _ready() -> void:
cv_lists = []
cv_lists.resize(ColorVariant.Types.size())
for i in range(len(cv_lists)):
cv_lists[i] = []
add_color_variants(get_children())
for child : Control in get_children():
if child.get_child_count() > 0:
option_sets[child.name.to_lower()] = child
func add_color_variants(list : Array) -> void:
for child : Control in list:
if child is ColorVariant:
cv_lists[child.type].append(child)
if child.get_child_count() > 0:
add_color_variants(child.get_children())
func set_appearance(appearance) -> void:
set_color(ColorVariant.Types.HAIR, appearance.hair.color)
#set_type(ColorVariant.Types.HAIR, appearance.hair.type)
set_color(ColorVariant.Types.SKIN, appearance.skin.color)
#set_color(ColorVariant.Types.SKIN, appearance.skin.type)
set_color(ColorVariant.Types.EYES, appearance.eyes.color)
#set_color(ColorVariant.Types.EYES, appearance.eyes.type)
static func get_random_appearance() -> Dictionary:
var app = {
"hair":{
"type":"",
"color": random_color(ColorVariant.Types.HAIR)
},
"skin":{
"type":"",
"color": random_color(ColorVariant.Types.SKIN)
},
"eyes":{
"type":"",
"color": random_color(ColorVariant.Types.EYES)
},
}
return app
static func random_color(type : ColorVariant.Types) -> String:
var lst
match(type):
ColorVariant.Types.HAIR: lst = ColorVariant.hair_colors
ColorVariant.Types.SKIN: lst = ColorVariant.skin_colors
ColorVariant.Types.EYES: lst = ColorVariant.eye_colors
var max = 0
for opt in lst.keys():
max += lst[opt].weight
var pick = randi_range(1, max)
for opt in lst.keys():
if lst[opt].weight == 0: #Zero weighted colors are special options.
continue
pick -= lst[opt].weight
if pick < 0:
return opt
return "ERROR"
func set_color(type : ColorVariant.Types, color : String) -> void:
for cv : ColorVariant in cv_lists[type]:
cv.set_color(color)
func flash_color_variants(node : Control, flashing : bool) -> void:
if node is ColorVariant:
node.flash(flashing)
for child in node.get_children():
flash_color_variants(child, flashing)
func flash_option(key : String, flashing : bool) -> void:
flash_color_variants(option_sets[key], flashing)