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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()
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