From 9ed9ee209ef9accebb9ec0d81ec58b569d680b6a Mon Sep 17 00:00:00 2001 From: Hop311 Date: Wed, 10 May 2023 23:26:00 +0100 Subject: Fix building buttons and terrain texture imports --- game/src/GameSession/ProvinceOverviewPanel.gd | 96 --------------------------- 1 file changed, 96 deletions(-) delete mode 100644 game/src/GameSession/ProvinceOverviewPanel.gd (limited to 'game/src/GameSession/ProvinceOverviewPanel.gd') diff --git a/game/src/GameSession/ProvinceOverviewPanel.gd b/game/src/GameSession/ProvinceOverviewPanel.gd deleted file mode 100644 index 4172860..0000000 --- a/game/src/GameSession/ProvinceOverviewPanel.gd +++ /dev/null @@ -1,96 +0,0 @@ -extends PanelContainer - -@export var _province_name_label : Label -@export var _region_name_label : Label -@export var _life_rating_bar : ProgressBar -@export var _rgo_icon_texture_rect : TextureRect -@export var _rgo_name_label : Label -@export var _buildings_container : Container - -const _missing_suffix : String = "_MISSING" - -var _selected_index : int: - get: return _selected_index - set(v): - _selected_index = v - update_info() -var _province_info : Dictionary - -func _ready(): - GameSingleton.province_selected.connect(_on_province_selected) - GameSingleton.state_updated.connect(update_info) - update_info() - -enum { CANNOT_EXPAND, CAN_EXPAND, PREPARING, EXPANDING } - -func _expand_building(building_identifier : String) -> void: - if GameSingleton.expand_building(_selected_index, building_identifier) != OK: - push_error("Failed to expand ", building_identifier, " in province #", _selected_index); - -# REQUIREMENTS: -# * UI-183, UI-185, UI-186, UI-765, UI-187, UI-188, UI-189 -# * UI-191, UI-193, UI-194, UI-766, UI-195, UI-196, UI-197 -# * UI-199, UI-201, UI-202, UI-767, UI-203, UI-204, UI-205 -func _add_building(building : Dictionary) -> void: - const _expand_province_building : String = "EXPAND_PROVINCE_BUILDING" - - var level_label := Label.new() - level_label.text = str(building.get(GameSingleton.get_building_info_level_key(), 0)) - _buildings_container.add_child(level_label) - - var building_label := Label.new() - building_label.text = building.get(GameSingleton.get_building_info_building_key(), - GameSingleton.get_building_info_building_key() + _missing_suffix) - _buildings_container.add_child(building_label) - - var expansion_state : int = building.get(GameSingleton.get_building_info_expansion_state_key(), - CANNOT_EXPAND) - if expansion_state == PREPARING or expansion_state == EXPANDING: - var progress_bar := ProgressBar.new() - progress_bar.max_value = 1 - progress_bar.value = building.get(GameSingleton.get_building_info_expansion_progress_key(), 0) - progress_bar.size_flags_horizontal = Control.SIZE_EXPAND_FILL - progress_bar.mouse_filter = Control.MOUSE_FILTER_PASS - _buildings_container.add_child(progress_bar) - else: - var expand_button := Button.new() - expand_button.text = _expand_province_building - expand_button.size_flags_horizontal = Control.SIZE_EXPAND_FILL - expand_button.mouse_filter = Control.MOUSE_FILTER_PASS - expand_button.disabled = expansion_state != CAN_EXPAND - expand_button.pressed.connect(func(): _expand_building(building_label.text)) - _buildings_container.add_child(expand_button) - -func update_info() -> void: - const _life_rating_tooltip : String = "LIFE_RATING_TOOLTIP" - - _province_info = GameSingleton.get_province_info_from_index(_selected_index) - if _province_info: - _province_name_label.text = _province_info.get(GameSingleton.get_province_info_province_key(), - GameSingleton.get_province_info_province_key() + _missing_suffix) - _region_name_label.text = _province_info.get(GameSingleton.get_province_info_region_key(), - GameSingleton.get_province_info_region_key() + _missing_suffix) - - _life_rating_bar.value = _province_info.get(GameSingleton.get_province_info_life_rating_key(), 0) - _life_rating_bar.tooltip_text = tr(_life_rating_tooltip) % _life_rating_bar.value - - _rgo_name_label.text = _province_info.get(GameSingleton.get_province_info_rgo_key(), - GameSingleton.get_province_info_rgo_key() + _missing_suffix) - _rgo_icon_texture_rect.texture = GameSingleton.get_good_icon_texture(_rgo_name_label.text) - - for child in _buildings_container.get_children(): - _buildings_container.remove_child(child) - child.queue_free() - var buildings : Array = _province_info.get(GameSingleton.get_province_info_buildings_key(), []) - for building in buildings: - _add_building(building) - - show() - else: - hide() - -func _on_province_selected(index : int) -> void: - _selected_index = index - -func _on_close_button_pressed() -> void: - GameSingleton.set_selected_province(0) -- cgit v1.2.3-56-ga3b1