Completely refractor the project so the code isn't so terrible #7
@ -1,6 +1,8 @@
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tool
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extends Control
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signal card_view_removed(card_view)
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const TYPE_COLORS = [
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Color("#db4758"), # DAMAGE
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Color("#3cc361"), # UTILITY
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@ -15,15 +17,11 @@ var input_dice_views = []
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var card : Card = Card.new() setget update_cardview
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func _ready():
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update_cardview()
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connect_signals()
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func update_cardview(new_card = null):
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# allow the update card function to work with and without setget
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if new_card != null:
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if new_card != null and new_card != card:
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disconnect_signals()
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card = new_card
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connect_signals()
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@ -36,6 +34,11 @@ func update_cardview(new_card = null):
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$"%Name".text = card.card_info.name
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$"%Description".text = card.card_info.description
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# remove the old input dice views
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for i in input_dice_views:
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i.queue_free()
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input_dice_views = []
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# add the correct number of input dice views
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for i in card.card_info.number_of_dice:
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add_input_dice_view()
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@ -73,7 +76,9 @@ func add_input_dice_view():
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# this is run once the card emits card_removed
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func card_view_run():
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func card_view_run(do_emit_signal : bool = true):
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# emit card_view_removed signal
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if do_emit_signal: emit_signal("card_view_removed", self)
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# play the disappearing input dice animation
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for i in input_dice_views:
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@ -87,7 +92,10 @@ func card_view_run():
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queue_free()
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func card_view_remove():
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func card_view_remove(do_emit_signal : bool = true):
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# emit card_view_removed signal
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if do_emit_signal: emit_signal("card_view_removed", self)
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# play the remove animation
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$AnimationPlayer.play("Drop Off")
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yield($AnimationPlayer, "animation_finished")
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@ -96,5 +104,12 @@ func card_view_remove():
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queue_free()
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func disconnect_signals():
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if card.get_signal_connection_list("card_removed") == []:
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return
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card.disconnect("card_removed", self, "card_view_run")
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func connect_signals():
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card.connect("card_removed", self, "card_view_run")
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