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extends CanvasLayer
@onready var grid_selector: GridSelector = get_tree().get_first_node_in_group("grid_selector")
func _ready() -> void:
visible = false
func _input(event: InputEvent) -> void:
if not visible:
return
if event.is_action_pressed("left_click"):
for button: Button in $PanelContainer/VBoxContainer.get_children():
if button.has_focus():
button.pressed.emit()
break
if event.is_action_pressed("menu") or event.is_action_pressed("right_click"):
visible = false
grid_selector.process_mode = Node.PROCESS_MODE_INHERIT
func _on_button_pressed() -> void:
visible = false
var dice_throw_scene = load("res://stage/dice_throw/dice_throw.tscn")
var dice_throw = dice_throw_scene.instantiate()
get_tree().root.add_child(dice_throw)
dice_throw.position -= dice_throw.size * 0.5
dice_throw.throw_finished.connect(func():
dice_throw.queue_free()
get_tree().current_scene.process_mode = PROCESS_MODE_INHERIT
grid_selector.process_mode = PROCESS_MODE_INHERIT
grid_selector.current_state = grid_selector.state_cube_placement
)
get_tree().current_scene.process_mode = PROCESS_MODE_DISABLED
func _on_button_2_pressed() -> void:
visible = false
Network.set_current_player(Network.player_order[
(Network.player_order.find(Network.current_player.id) + 1) % Network.player_order.size()
])
grid_selector.process_mode = Node.PROCESS_MODE_INHERIT
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