104 lines
2.5 KiB
GDScript
104 lines
2.5 KiB
GDScript
extends Control
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signal panel_color_change(box, color)
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const COLOR_CYCLE := [Color.ROYAL_BLUE, Color.CHARTREUSE, Color.YELLOW_GREEN]
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@onready var _box1 = $VBoxContainer/PanelContainer/HBoxContainer/Panel1
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@onready var _box2 = $VBoxContainer/PanelContainer/HBoxContainer/Panel2
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@onready var _box3 = $VBoxContainer/PanelContainer/HBoxContainer/Panel3
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@warning_ignore("unused_private_class_variable")
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@export var _initial_color := Color.RED
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@warning_ignore("unused_private_class_variable")
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var _nullable :Object
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func _ready():
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connect("panel_color_change", _on_panel_color_changed)
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# we call this function to verify the _ready is only once called
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# this is need to verify `add_child` is calling the original implementation only once
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only_one_time_call()
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func only_one_time_call() -> void:
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pass
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#func _notification(what):
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# prints("TestScene", GdObjects.notification_as_string(what))
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func _on_test_pressed(button_id :int):
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var box :ColorRect
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match button_id:
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1: box = _box1
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2: box = _box2
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3: box = _box3
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emit_signal("panel_color_change", box, Color.RED)
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# special case for button 3 we wait 1s to change to gray
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if button_id == 3:
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await get_tree().create_timer(1).timeout
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emit_signal("panel_color_change", box, Color.GRAY)
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func _on_panel_color_changed(box :ColorRect, color :Color):
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box.color = color
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func create_timer(timeout :float) -> Timer:
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var timer :Timer = Timer.new()
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add_child(timer)
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timer.connect("timeout",Callable(self,"_on_timeout").bind(timer))
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timer.set_one_shot(true)
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timer.start(timeout)
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return timer
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func _on_timeout(timer :Timer):
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remove_child(timer)
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timer.queue_free()
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func color_cycle() -> String:
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prints("color_cycle")
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await create_timer(0.500).timeout
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emit_signal("panel_color_change", _box1, Color.RED)
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prints("timer1")
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await create_timer(0.500).timeout
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emit_signal("panel_color_change", _box1, Color.BLUE)
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prints("timer2")
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await create_timer(0.500).timeout
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emit_signal("panel_color_change", _box1, Color.GREEN)
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prints("cycle end")
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return "black"
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func start_color_cycle():
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color_cycle()
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# used for manuall spy checked created spy
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func _create_spell() -> Spell:
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return Spell.new()
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func create_spell() -> Spell:
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var spell := _create_spell()
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spell.connect("spell_explode", Callable(self, "_destroy_spell"))
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return spell
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func _destroy_spell(spell :Spell) -> void:
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#prints("_destroy_spell", spell)
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remove_child(spell)
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spell.queue_free()
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func _input(event):
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if event.is_action_released("ui_accept"):
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add_child(create_spell())
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func add(a: int, b :int) -> int:
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return a + b
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