70 lines
1.8 KiB
GDScript
70 lines
1.8 KiB
GDScript
extends Control
|
|
|
|
signal dice_selected (dice_value)
|
|
|
|
const dice = preload("res://UI/Dice.tscn")
|
|
|
|
var selected : bool = false
|
|
var selected_dice = null
|
|
|
|
var current_dice = []
|
|
|
|
|
|
func _physics_process(delta):
|
|
|
|
# no keyboard input if not selected
|
|
if not selected:
|
|
selected_dice = null
|
|
return
|
|
|
|
# if selected dice is null, add a value
|
|
if not selected_dice:
|
|
selected_dice = 0
|
|
|
|
# TODO: maybe support actual dicrectional selection
|
|
# move the selection forward or backward the list depending on input
|
|
if (Input.is_action_just_pressed("ui_up") or
|
|
Input.is_action_just_pressed("ui_left")):
|
|
|
|
current_dice[selected_dice].selected = false
|
|
|
|
selected_dice += 1
|
|
if selected_dice >= len(current_dice):
|
|
selected_dice = 0
|
|
|
|
if (Input.is_action_just_pressed("ui_down") or
|
|
Input.is_action_just_pressed("ui_right")):
|
|
|
|
current_dice[selected_dice].selected = false
|
|
|
|
selected_dice -= 1
|
|
if selected_dice < 0:
|
|
selected_dice = len(current_dice) -1
|
|
|
|
# enable the selected shader
|
|
current_dice[selected_dice].selected = true
|
|
|
|
#if the enter key is pressed, remove the selected dice and emit the signal
|
|
if Input.is_action_just_pressed("ui_accept"):
|
|
emit_signal("dice_selected", current_dice[selected_dice].dice_value)
|
|
print(current_dice[selected_dice].dice_value)
|
|
print("current_dice[selected_dice].dice_value")
|
|
|
|
current_dice[selected_dice].queue_free()
|
|
current_dice.remove(selected_dice)
|
|
selected_dice = null
|
|
selected = false
|
|
|
|
|
|
func roll_dice(specific_value : int = 0):
|
|
# make a new dice instance and add it to the grid container
|
|
var new_dice = dice.instance()
|
|
$Margin/AutoGrid.add_child(new_dice)
|
|
|
|
# if a specifc dice choosen, make new dice that type
|
|
if specific_value in [1, 2, 3, 4, 5, 6]:
|
|
new_dice.dice_value = specific_value
|
|
|
|
# add the current dice to the list of dice
|
|
current_dice.append(new_dice)
|