01ea3af253
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>
71 lines
2.4 KiB
GDScript
71 lines
2.4 KiB
GDScript
extends Control
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@export var template: PackedScene = load("res://scenes/UI/choose_scenes/parts/Template.tscn")
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func _ready():
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_load_button_access_scenes()
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## PRIVATE
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func _load_button_access_scenes():
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for row_index in range(0, Global.database.get_table_by_name("levels").m_rows_count):
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_apply_scene(load("res://db/MLevel.gd").new(row_index), row_index)
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func _apply_scene(level, index):
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$MarginContainer.add_child(_load_scene(level.name()))
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var node = _build_path(level.name())
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_configure_select(level, node)
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configure_reset(level, node, index, false)
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configure_counter(level, node)
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func _load_scene(name):
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var template_instance = template.instance()
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template_instance.set_name(name)
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return template_instance
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func _build_path(name):
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return "MarginContainer/"+name
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func _build_method(name):
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return "_on_"+name.to_lower()+"_pressed"
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func _load_texture(thumbnail):
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return load(thumbnail)
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func _configure_select(level, node):
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var selector = get_node(node+"/MarginContainer/CenterAlign/MainButton")
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var thumbnail = get_node(node+"/MarginContainer/CenterAlign/MainButton/MarginStich/ThumbnailLevel")
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thumbnail.set_texture(_load_texture(level.thumbnail()))
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selector.connect("pressed", Callable(Event, _build_method(level.name())))
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func configure_reset(level, node, index, animate):
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var reset = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonReset")
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var animation = get_node(node+"/AnimationPlayer")
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if int(level.object_finding()) == 0:
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_configure_reset_disable(animation, reset, animate)
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else:
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_configure_reset_enable(animation, reset, level, node, index)
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func _configure_reset_disable(animation, reset, animate = false):
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animation.play("SlideReset")
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if !animate:
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animation.seek(1, false)
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reset.set_disabled(true)
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reset.set_default_cursor_shape(CURSOR_ARROW)
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if reset.is_connected("pressed", Callable(Event, "_on_reset_level")):
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reset.disconnect("pressed", Callable(Event, "_on_reset_level"))
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func _configure_reset_enable(animation, reset, level, node, index):
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animation.play_backwards("SlideReset")
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reset.set_disabled(false)
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reset.set_default_cursor_shape(CURSOR_POINTING_HAND)
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reset.connect("pressed", Callable(Event, "_on_reset_level").bind(level, node, index, self))
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func configure_counter(level, node):
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var count = get_node(node+"/MarginContainer/CenterAlign/MainButton/TabAlign/ButtonCount/MarginBottom/Label")
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count.set_text(level.object_finding()+" / "+level.object_to_find())
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