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path: root/ui/dice_configurator/dice_configuration_face_preview.gd
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@tool
extends Control


@export var face: Game.Face: set = set_face
@export var type: Game.FaceType: set = set_type
@export var value: int: set = set_value
@export var active: bool = false: set = set_active


func _ready() -> void:
	set_face(face)
	set_type(type)
	set_value(value)
	set_active(active)


func set_face(v: Game.Face) -> void:
	face = v
	
	if face == Game.Face.FRONT:
		%Face.texture = load("res://ui/assets/dice_configuration_face_preview_front.png")
	elif face == Game.Face.BACK:
		%Face.texture = load("res://ui/assets/dice_configuration_face_preview_back.png")
	elif face == Game.Face.LEFT:
		%Face.texture = load("res://ui/assets/dice_configuration_face_preview_left.png")
	elif face == Game.Face.RIGHT:
		%Face.texture = load("res://ui/assets/dice_configuration_face_preview_right.png")
	elif face == Game.Face.TOP:
		%Face.texture = load("res://ui/assets/dice_configuration_face_preview_top.png")
	elif face == Game.Face.BOTTOM:
		%Face.texture = load("res://ui/assets/dice_configuration_face_preview_bottom.png")


func set_type(v: Game.FaceType) -> void:
	type = v
	%Type.texture_normal = DiceFace.get_face_type_icon(type)


func set_value(v: int) -> void:
	value = v
	if has_node("%Value"):
		%Value.text = str(value)


func set_active(v: bool) -> void:
	active = v
	if active:
		%Face.self_modulate = Color.hex(0xafff00ff)
	else:
		%Face.self_modulate = Color.hex(0x00fec164)


func _on_child_focus_entered() -> void:
	focus_entered.emit()