netfishing/ui/game_ui.gd

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7.2 KiB
GDScript3
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class_name GameUI
extends CanvasLayer
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const CollectionLogType = preload("res://collection/collection_log.gd")
const FishBuyerProfileType = preload("res://economy/fish_buyer_profile.gd")
const FishSaleServiceType = preload("res://economy/fish_sale_service.gd")
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const FishPoolType = preload("res://fish/fish_pool.gd")
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const FishInventoryType = preload("res://inventory/fish_inventory.gd")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
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const PlayerMenuType = preload("res://ui/player_menu.gd")
const PlayerType = preload("res://player/player.gd")
const PlayerWalletType = preload("res://economy/player_wallet.gd")
const TitleScreenType = preload("res://ui/title_screen.gd")
const PauseMenuType = preload("res://ui/pause_menu.gd")
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@onready var _status_label: Label = %StatusLabel
@onready var _catch_track: Control = %CatchTrack
@onready var _green_catch_progress: ProgressBar = %GreenCatchProgress
@onready var _red_chase_progress: ProgressBar = %RedChaseProgress
@onready var _barrier_markers: Control = %BarrierMarkers
@onready var _barrier_summary: Label = %BarrierSummary
@onready var _barrier_health: Label = %BarrierHealth
@onready var _showcase_details: Label = %ShowcaseDetails
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@onready var _fishing_panel: PanelContainer = %FishingPanel
@onready var _player_menu: PlayerMenuType = %PlayerMenu
@onready var _screen_fade: ScreenFade = %ScreenFade
@onready var _title_screen: TitleScreenType = %TitleScreen
@onready var _pause_menu: PauseMenuType = %PauseMenu
var _showcase_active: bool = false
var _player_menu_open: bool = false
var _gameplay_ui_enabled: bool = false
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func setup(
player: PlayerType,
inventory: FishInventoryType,
collection_log: CollectionLogType,
wallet: PlayerWalletType,
sale_service: FishSaleServiceType,
default_buyer: FishBuyerProfileType,
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catalog: FishPoolType,
fishing_spot: FishingSpotType,
) -> void:
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fishing_spot.status_changed.connect(_on_fishing_status_changed)
fishing_spot.catch_display_changed.connect(_on_catch_display_changed)
fishing_spot.showcase_changed.connect(_on_showcase_changed)
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_player_menu.menu_visibility_changed.connect(
_on_player_menu_visibility_changed
)
_player_menu.setup(
player,
inventory,
collection_log,
wallet,
sale_service,
default_buyer,
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catalog,
fishing_spot
)
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func close_player_menu() -> void:
_player_menu.close_menu()
func close_player_menu_for_water_recovery() -> void:
_player_menu.close_for_water_recovery()
func close_player_menu_for_game_menu() -> void:
_player_menu.close_for_game_menu()
func close_player_menu_for_session_end() -> void:
_player_menu.close_for_session_end()
func consume_player_menu_escape() -> bool:
return _player_menu.consume_escape()
func get_pause_menu() -> PauseMenuType:
return _pause_menu
func set_gameplay_ui_enabled(enabled: bool) -> void:
_gameplay_ui_enabled = enabled
if not enabled:
close_player_menu_for_session_end()
_fishing_panel.visible = false
else:
_refresh_fishing_panel_visibility()
func get_screen_fade() -> ScreenFade:
return _screen_fade
func get_title_screen() -> TitleScreenType:
return _title_screen
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func _on_fishing_status_changed(status: String) -> void:
if _showcase_active:
return
_set_fishing_status(status)
func _set_fishing_status(text: String) -> void:
var normalized_text: String = text.strip_edges()
_status_label.text = normalized_text
_status_label.visible = not normalized_text.is_empty()
_refresh_fishing_panel_visibility()
func _refresh_fishing_panel_visibility() -> void:
var has_content: bool = (
not _status_label.text.strip_edges().is_empty()
or not _showcase_details.text.strip_edges().is_empty()
or _catch_track.visible
or _barrier_summary.visible
or _barrier_health.visible
)
_fishing_panel.visible = (
_gameplay_ui_enabled
and has_content
and not _player_menu_open
)
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func _on_catch_display_changed(
progress: float,
chase_progress: float,
barrier_positions: PackedFloat32Array,
barrier_health: PackedInt32Array,
barrier_max_health: PackedInt32Array,
active_barrier_index: int,
visible: bool,
) -> void:
_green_catch_progress.value = progress * 100.0
_red_chase_progress.value = maxf(chase_progress, 0.0) * 100.0
_catch_track.visible = visible
_barrier_summary.visible = visible
if not visible:
_barrier_health.visible = false
_clear_barrier_markers()
_barrier_summary.text = ""
_barrier_health.text = ""
_refresh_fishing_panel_visibility()
return
_update_barrier_markers(
barrier_positions,
barrier_health,
active_barrier_index
)
var barrier_labels: PackedStringArray = []
for barrier_index: int in range(barrier_positions.size()):
var defeated: bool = (
barrier_index < barrier_health.size()
and barrier_health[barrier_index] <= 0
)
var marker: String = "" if defeated else ""
if barrier_index == active_barrier_index:
marker = "[%s]" % marker
barrier_labels.append(
"%d%% %s"
% [roundi(barrier_positions[barrier_index] * 100.0), marker]
)
_barrier_summary.text = "Barriers: %s" % " ".join(barrier_labels)
if (
active_barrier_index >= 0
and active_barrier_index < barrier_health.size()
and active_barrier_index < barrier_max_health.size()
):
_barrier_health.text = (
"Barrier: %d / %d"
% [
barrier_health[active_barrier_index],
barrier_max_health[active_barrier_index],
]
)
else:
_barrier_health.text = ""
var chase_gap: float = progress - chase_progress
if chase_gap <= 0.05:
_barrier_health.text = (
"%s%s"
% [
_barrier_health.text,
"\nRed is closing in!",
]
).strip_edges()
_barrier_health.visible = (
visible
and (active_barrier_index >= 0 or chase_gap <= 0.05)
)
_refresh_fishing_panel_visibility()
func _update_barrier_markers(
positions: PackedFloat32Array,
health: PackedInt32Array,
active_index: int,
) -> void:
_clear_barrier_markers()
for barrier_index: int in range(positions.size()):
var marker := ColorRect.new()
var defeated: bool = (
barrier_index < health.size()
and health[barrier_index] <= 0
)
marker.color = (
UIPalette.DISABLED
if defeated
else UIPalette.SECONDARY
)
if barrier_index == active_index:
marker.color = UIPalette.TEXT
marker.set_anchors_preset(Control.PRESET_TOP_LEFT)
marker.anchor_left = positions[barrier_index]
marker.anchor_right = positions[barrier_index]
marker.offset_left = -2.0
marker.offset_right = 2.0
marker.offset_top = 0.0
marker.offset_bottom = 18.0
marker.mouse_filter = Control.MOUSE_FILTER_IGNORE
_barrier_markers.add_child(marker)
func _clear_barrier_markers() -> void:
for marker: Node in _barrier_markers.get_children():
marker.queue_free()
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func _on_showcase_changed(
fish_name: String,
rarity_name: String,
weight_lb: float,
visible: bool,
) -> void:
_showcase_active = visible
if not visible:
_showcase_details.text = ""
_showcase_details.visible = false
_set_fishing_status("")
return
_catch_track.visible = false
_barrier_summary.visible = false
_barrier_health.visible = false
_clear_barrier_markers()
_showcase_details.text = (
"%.1f lb • %s\nLeft click or Escape to put away"
% [weight_lb, rarity_name]
)
_showcase_details.visible = true
_set_fishing_status("You caught a %s!" % fish_name)
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func _on_player_menu_visibility_changed(is_open: bool) -> void:
_player_menu_open = is_open
_refresh_fishing_panel_visibility()