136 lines
4.5 KiB
GDScript
136 lines
4.5 KiB
GDScript
extends TextureButton
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@onready var name_label: Label = $CenterContainer/VBoxContainer/NameLabel
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@onready var price_label: Label = $CenterContainer/VBoxContainer/PriceLabel
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var unlock_id = -1 # Store the unlock ID
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var unlock_description_text = "" # Store the description for custom tooltip
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func _ready():
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name_label.visible = false # Hide label initially
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price_label.visible = false
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adjust_label_font_size()
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# Connect the pressed signal
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pressed.connect(_on_button_pressed)
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# Connect to currency changes to update button state
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Inventory.currency_changed.connect(_on_currency_changed)
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# Connect to unlock events to update button state when items are unlocked
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Unlocks.item_unlocked.connect(_on_item_unlocked)
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func setup(unlock_data):
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# Log.pr("Setting up button for unlock:", unlock_data.unlock_name)
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unlock_id = unlock_data.unlock_id # Store the ID
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if name_label and price_label:
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name_label.visible = false
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price_label.visible = false
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update_button_state(unlock_data)
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adjust_label_font_size()
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else:
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Log.pr("Warning: Label nodes not found in button.")
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func update_button_state(unlock_data):
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# Store unlock description for custom tooltip
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if unlock_data.unlock_description:
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unlock_description_text = unlock_data.unlock_description
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tooltip_text = unlock_data.unlock_description
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# Check if at max rank
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if not unlock_data.can_rank_up():
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self.disabled = true
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name_label.text = unlock_data.unlock_name + " (MAX)"
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price_label.text = ""
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return
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# Build name text - only show rank if it's a scaling unlock
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if unlock_data.is_scaling:
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name_label.text = unlock_data.unlock_name + " " + str(unlock_data.get_next_rank())
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else:
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name_label.text = unlock_data.unlock_name
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# Build price text
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price_label.text = Global.currency_symbol + Global.format_number(unlock_data.get_next_cost())
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# Check if player has enough currency
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var cost = unlock_data.get_next_cost()
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var current_currency = Inventory.get_currency()
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self.disabled = current_currency < cost
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func _on_currency_changed(new_amount: float):
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# Update button state when currency changes
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if unlock_id >= 0:
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var unlock_data = Unlocks.get_unlock_by_id(unlock_id)
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if unlock_data:
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update_button_state(unlock_data)
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func _on_item_unlocked():
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# Update button state when any item is unlocked (in case this button reached max rank)
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if unlock_id >= 0:
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var unlock_data = Unlocks.get_unlock_by_id(unlock_id)
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if unlock_data:
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update_button_state(unlock_data)
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adjust_label_font_size()
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func _on_button_pressed():
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# Log.pr("Button pressed, unlocking item:", unlock_id)
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Unlocks.unlock_item(unlock_id)
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func adjust_label_font_size():
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if not name_label or not price_label:
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return
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var available_width = size.x - 10
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var available_height = size.y - 10
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# Calculate font sizes for both labels
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# Name label gets 60% of the height, price label gets 40%
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var name_height = available_height * 0.6
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var price_height = available_height * 0.4
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# Start with reasonable font sizes
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var name_font_size = 32
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var price_font_size = 24
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var min_font_size = 8
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# Get fonts
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var name_font = name_label.get_theme_font("font")
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var price_font = price_label.get_theme_font("font")
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# Calculate name label font size without applying it
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while name_font_size > min_font_size:
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var text_size = name_font.get_string_size(name_label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, name_font_size)
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if text_size.x <= available_width and text_size.y <= name_height:
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break
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name_font_size -= 1
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# Calculate price label font size without applying it
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while price_font_size > min_font_size:
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var text_size = price_font.get_string_size(price_label.text, HORIZONTAL_ALIGNMENT_LEFT, -1, price_font_size)
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if text_size.x <= available_width and text_size.y <= price_height:
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break
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price_font_size -= 1
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# Apply both font sizes at once
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name_label.add_theme_font_size_override("font_size", name_font_size)
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price_label.add_theme_font_size_override("font_size", price_font_size)
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name_label.visible = true
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price_label.visible = true
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# Call this function whenever you change the label text
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func set_label_text(new_text: String):
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if name_label:
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name_label.visible = false # Hide while resizing
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price_label.visible = false
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name_label.text = new_text
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price_label.text = ""
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adjust_label_font_size()
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# Override to create custom tooltip with larger font
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func _make_custom_tooltip(for_text: String) -> Object:
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var tooltip_label = Label.new()
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tooltip_label.text = for_text
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tooltip_label.add_theme_font_size_override("font_size", 26)
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# Create a panel container for background
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var panel = PanelContainer.new()
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panel.add_child(tooltip_label)
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return panel
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