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author Conor Allison <conoboy137@hotmail.co.uk>2024-03-03 14:46:35 +0100
committer Conor Allison <conoboy137@hotmail.co.uk>2024-03-03 14:46:35 +0100
commit54bbd6d17c003c47e18f613b1e4d6541e7cbbeb7 (patch)
tree8de2ab3d7e287bede69252c8735c26e831911993
parent8863865c8933c62a02384df6e17fb5a006fb606b (diff)
fixed bug with techs not displaying in the correct positions
-rw-r--r--game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd40
1 files changed, 27 insertions, 13 deletions
diff --git a/game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd b/game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd
index b9d78f6..496f764 100644
--- a/game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd
+++ b/game/src/Game/GameSession/NationManagementScreen/TechnologyMenu.gd
@@ -10,16 +10,15 @@ var folder_windows = []
var tech_group : Control = generate_gui_element("country_technology", "tech_group")
var tech_groups = []
var tech_window : Control = generate_gui_element("country_technology", "tech_window")
-var tech_windows = generate_tech_windows(5,6)
+var tech_windows = generate_tech_windows()
#populate godot dictionaries from the simulation backend
var tech_folder_dict : Dictionary = GameSingleton.get_tech_folders()
var tech_area_dict : Dictionary = GameSingleton.get_tech_areas()
var tech_dict : Dictionary = GameSingleton.get_technologies()
-
-
-
+#defines the selected tech UI so we arent running expensive get_node repeatedly
+var selected_tech_ui : Control
func _ready() -> void:
GameSingleton.gamestate_updated.connect(_update_info)
@@ -40,7 +39,7 @@ func _ready() -> void:
country_technology.add_child(research_item_row)
tech_windows.clear()
- #in vic2, army tech is the initial window selected
+ selected_tech_ui = get_node("/root/GameSession/Topbar/TechnologyMenu/country_technology/selected_tech_window")
populate_areas("army_tech")
@@ -71,6 +70,7 @@ func generate_interface():
for i in 5:
var temp = folder_window.duplicate()
temp.name = tech_folder_dict[i].identifier
+ temp.get_child(0).connect("pressed",Callable(self,"_folder_button_pressed").bind(temp.name))
temp.get_child(2).text = tech_folder_dict[i].identifier
temp.position.x = 28+(194*i)
temp.position.y = 55
@@ -106,23 +106,27 @@ func populate_techs(identifier):
"army_tech":
offset = 0
"navy_tech":
- offset = 30
+ offset = 120
"commerce_tech":
- offset = 60
+ offset = 30
"culture_tech":
- offset = 90
+ offset = 60
"industry_tech":
- offset = 120
+ offset = 90
+ var shift = 0
for x in 5:
for y in 6:
var node = get_node("/root/GameSession/Topbar/TechnologyMenu/country_technology/tech_window"+str(x)+"_"+str(y))
- node.get_child(1).text = tech_dict[offset+x+y].identifier
+ node.get_child(1).text = tech_dict[offset+(shift+y)].identifier
+ if(node.get_child(0).is_connected("pressed",Callable(self,"_tech_button_pressed").bind(tech_dict[offset+(shift+y)])) == false):
+ node.get_child(0).connect("pressed",Callable(self,"_tech_button_pressed").bind(tech_dict[offset+(shift+y)]))
+ shift = shift + 6
-func generate_tech_windows(x,y):
+func generate_tech_windows():
var matrix = []
- for xi in range(x):
+ for xi in range(5):
var row = []
- for yi in range(y):
+ for yi in range(6):
var temp = tech_window.duplicate()
temp.name = temp.name+str(xi)+"_"+str(yi)
temp.position.x = 28+(194*xi)
@@ -131,3 +135,13 @@ func generate_tech_windows(x,y):
matrix.append(row)
return matrix
+func _folder_button_pressed(selected_folder):
+ populate_areas(selected_folder)
+ #selected_tech_ui.get_child(1).text = "NO_TECH_SELECTED"
+
+func _tech_button_pressed(item):
+ selected_tech_ui.get_child(1).text = item.identifier
+ selected_tech_ui.get_child(6).text = str(item.cost)
+ selected_tech_ui.get_child(8).text = str(item.year)
+
+