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97 lines
2.8 KiB
GDScript

extends Control
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@onready var weapon_scene = preload("res://scene/ui/item/weapon_item.tscn")
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var item_layout_offset_x: int = 32
var item_layout_offset_y: int = 16
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var weapon_item_list = []
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var weapon_list: Array
var weapon_index: int
var weapon_index_dir: int
var weapon_index_rate: float
var hide_duration: float
func _process(delta):
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if not visible:
return
if weapon_index_dir:
item_lerp(weapon_index_dir, weapon_index_rate)
hide_duration = Setting.weapon_hide_duration
return
item_lerp(weapon_index_dir, 1)
hide_duration -= delta
if hide_duration <= 0:
for item in weapon_item_list:
remove_child(item)
weapon_item_list.clear()
visible = false
func on_weapon_list_changed(list: Array): weapon_list = list
func on_weapon_index_changed(index: int): weapon_index = index
func on_weapon_index_change_rate_changed(rate: float): weapon_index_rate = rate
func on_weapon_index_change_dir_changed(dir: int):
weapon_index_dir = dir
if not weapon_index_dir:
return
if not visible:
visible = true
for i in range(5): append()
else:
if dir > 0:
push_back()
pop_front()
else:
push_front()
pop_back()
hide_duration = Setting.weapon_hide_duration
func append(): weapon_item_list.append(create_weapon_item(len(weapon_item_list)-2+weapon_index_dir))
func push_front(): weapon_item_list.push_front(create_weapon_item(-2+weapon_index_dir))
func push_back(): weapon_item_list.push_back(create_weapon_item(2+weapon_index_dir))
func pop_front(): remove_child(weapon_item_list.pop_front())
func pop_back(): remove_child(weapon_item_list.pop_back())
func create_weapon_item(offset: int)->WeaponItemSub:
var weapon_count = len(weapon_list)
var index = ((weapon_index + offset) % weapon_count + weapon_count) % weapon_count
var weapon_item_sub = weapon_scene.instantiate() as WeaponItemSub
var weapon_cfg = weapon_list[index] as WeaponCfg
add_child(weapon_item_sub)
weapon_item_sub.init(weapon_cfg.icon)
return weapon_item_sub
func item_lerp(dir: int, rate: float):
for i in range(len(weapon_item_list)):
var item = weapon_item_list[i] as WeaponItemSub
var target_index = i-2
var index = target_index+dir
var pos_from = get_item_pos(index)
var pos_to = get_item_pos(target_index)
var alpha_from = 1 if abs(index)<=1 else 0
var alpha_to = 1 if abs(target_index)<=1 else 0
item.position = lerp(pos_from, pos_to, rate)
item.update_alpha(alpha_from, alpha_to, rate)
func get_item_pos(offset: int):
return Vector2(item_layout_offset_x*offset, item_layout_offset_y if offset else 0)