teststrecke-game/scripts/map_selection.gd

50 lines
1.9 KiB
GDScript

extends HFlowContainer
var button_prefix="btn_map_"
var disabled_mod_color=Color(0.3,0.3,0.3,1.0)
signal map_changed
# Called when the node enters the scene tree for the first time.
func _ready() -> void:
for btn in get_children():
btn.pressed.connect(_on_btn_map.bind(btn))
if len(Gamestate.getSelectedMap())<=0: #no map selected (ie on startup)
get_children()[0].emit_signal("pressed") #preselect first map in list
else:
Gamestate.automatic_map_change_in-=1
if Gamestate.automatic_map_change_in<=0: #do automatic mapchange
Gamestate.automatic_map_change_in=3 #reset
var next_map_pick=null
while next_map_pick==null:
next_map_pick=get_children().pick_random()
print("Selected random map="+str(next_map_pick.get_name()))
if next_map_pick.name==button_prefix+Gamestate.getSelectedMap(): #picked the last map
next_map_pick=null #force selecting another
var saved_automatic_map_change_in=Gamestate.automatic_map_change_in #save number, to restore after simulated map button press
next_map_pick.emit_signal("pressed")
Gamestate.automatic_map_change_in=saved_automatic_map_change_in
else: #no automatic mapchange mapchange
for c in get_children():
if c.name==button_prefix+Gamestate.getSelectedMap():
var saved_automatic_map_change_in=Gamestate.automatic_map_change_in #save number, to restore after simulated map button press
c.emit_signal("pressed") #select last map
Gamestate.automatic_map_change_in=saved_automatic_map_change_in
break
func _on_btn_map(btn):
map_changed.emit()
for b in get_children():
b.self_modulate=disabled_mod_color #show all others disabled
btn.self_modulate=Color(1,1,1,1) #show selected enabled
var btn_name=btn.name
var mapname=btn_name.erase(0,len(button_prefix))
print("Selected Map="+str(mapname))
Gamestate.setSelectedMap(mapname)
Gamestate.automatic_map_change_in=Gamestate.automatic_map_change_in_start #rest number if button pressed manually