Files
puzzle-quest/scenes/UI/choose_scenes/ChooseScene.gd
T
Vaillant Jeremy 01ea3af253 Run godot --convert-3to4 (automated conversion)
Apply Godot 4.6 automated conversion: renames Spatial.translate->position,
margin_*->offset_*, tool->@tool, .empty()->.is_empty(), DynamicFont->FontFile,
onready->@onready, export()->@export, and many more.

127 files changed by the tool. Manual fixes still required for:
 - godot_db_manager plugin (incompatible APIs: WindowDialog, Tabs, etc.)
 - lod plugin (Spatial -> Node3D renames)
 - ResourceLoader.load_interactive removed -> load_threaded_request
 - OS.set_window_fullscreen removed -> DisplayServer
 - Viewport.set_size_override removed

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
2026-05-16 19:18:27 +02:00

71 lines
2.4 KiB
GDScript

extends Control
@export var template: PackedScene = load("res://scenes/UI/choose_scenes/parts/Template.tscn")
func _ready():
_load_button_access_scenes()
## PRIVATE
func _load_button_access_scenes():
for row_index in range(0, Global.database.get_table_by_name("levels").m_rows_count):
_apply_scene(load("res://db/MLevel.gd").new(row_index), row_index)
func _apply_scene(level, index):
$MarginContainer.add_child(_load_scene(level.name()))
var node = _build_path(level.name())
_configure_select(level, node)
configure_reset(level, node, index, false)
configure_counter(level, node)
func _load_scene(name):
var template_instance = template.instance()
template_instance.set_name(name)
return template_instance
func _build_path(name):
return "MarginContainer/"+name
func _build_method(name):
return "_on_"+name.to_lower()+"_pressed"
func _load_texture(thumbnail):
return load(thumbnail)
func _configure_select(level, node):
var selector = get_node(node+"/MarginContainer/CenterAlign/MainButton")
var thumbnail = get_node(node+"/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
thumbnail.set_texture(_load_texture(level.thumbnail()))
selector.connect("pressed", Callable(Event, _build_method(level.name())))
func configure_reset(level, node, index, animate):
var reset = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonReset")
var animation = get_node(node+"/AnimationPlayer")
if int(level.object_finding()) == 0:
_configure_reset_disable(animation, reset, animate)
else:
_configure_reset_enable(animation, reset, level, node, index)
func _configure_reset_disable(animation, reset, animate = false):
animation.play("SlideReset")
if !animate:
animation.seek(1, false)
reset.set_disabled(true)
reset.set_default_cursor_shape(CURSOR_ARROW)
if reset.is_connected("pressed", Callable(Event, "_on_reset_level")):
reset.disconnect("pressed", Callable(Event, "_on_reset_level"))
func _configure_reset_enable(animation, reset, level, node, index):
animation.play_backwards("SlideReset")
reset.set_disabled(false)
reset.set_default_cursor_shape(CURSOR_POINTING_HAND)
reset.connect("pressed", Callable(Event, "_on_reset_level").bind(level, node, index, self))
func configure_counter(level, node):
var count = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label")
count.set_text(level.object_finding()+" / "+level.object_to_find())