101 lines
2.5 KiB
GDScript
101 lines
2.5 KiB
GDScript
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extends "res://db/MBase.gd"
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var m_value = { "id": null, "value": null }
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var m_lock = { "id": null, "value": null }
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var m_label = null
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var m_tick_reference = { "id": null, "value": null }
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var m_key = null
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var m_level = null
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var m_mesh = null
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func _init(row_index):
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table = Global.database.get_table_by_name("scenes")
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var datas = table.get_data_at_row_idx(row_index)
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if _get_level(datas) == Global.current_scene_int:
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m_key = _get_key(datas)
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m_value["value"] = _get_value(datas)
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m_lock["value"] = _get_lock(datas)
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m_label = _get_label(datas)
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m_tick_reference["value"] = _get_tick_reference(datas)
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m_mesh = _get_mesh(datas)
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func search_keys():
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for prop_index in range(0, table.get_props_count()):
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if table.get_prop_at(prop_index).get_prop_name() == "value" or \
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table.get_prop_at(prop_index).get_prop_name() == "lock" or \
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table.get_prop_at(prop_index).get_prop_name() == "tick_reference":
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if m_value["id"] == null:
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m_value["id"] = _get_value_id(prop_index)
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if m_lock["id"] == null:
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m_lock["id"] = _get_lock_id(prop_index)
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if m_tick_reference["id"] == null:
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m_tick_reference["id"] = _get_tick_reference_id(prop_index)
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func object():
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return {
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"label": m_label,
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"lock": m_lock["value"],
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"value": m_value["value"],
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"tick_reference": m_tick_reference["value"],
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"mesh": m_mesh
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}
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func key():
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return m_key
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func lock():
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return m_lock["value"]
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func set_lock(value):
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m_lock["value"] = _set_data(value, m_lock["id"], gddb_types.e_prop_type_bool)
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func mesh():
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return m_mesh
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func set_mesh(value):
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m_mesh = value
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func tick_reference():
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return m_tick_reference["value"]
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func set_tick_reference(value):
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m_tick_reference["value"] = _set_data(value, m_tick_reference["id"], gddb_types.e_prop_type_int)
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func value():
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return m_value["value"]
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func set_value(value):
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m_value["value"] = _set_data(value, m_value["id"], gddb_types.e_prop_type_float)
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## PRIVATE
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func _get_value(datas):
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return _get_data(datas, 0) as float
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func _get_value_id(index):
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return _get_data_id("value", index)
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func _get_lock(datas):
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return int(_get_data(datas, 1)) as bool
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func _get_lock_id(index):
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return _get_data_id("lock", index)
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func _get_label(datas):
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return _get_data(datas, 2) as String
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func _get_tick_reference(datas):
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return _get_data(datas, 3) as int
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func _get_tick_reference_id(index):
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return _get_data_id("tick_reference", index)
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func _get_key(datas):
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return _get_data(datas, 4) as String
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func _get_level(datas):
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return _get_data(datas, 5) as int
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func _get_mesh(datas):
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return "Hidden Objects Items/" + String(_get_data(datas, 6))
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