模板脚本文件

This commit is contained in:
2026-09-12 22:18:23 +08:00
parent 2816092fb4
commit d3f1058d79
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class_name InventorySlotUI
extends Control
signal slot_clicked(slot_index: int, button: int)
signal slot_double_clicked(slot_index: int)
signal item_hovered(slot_index: int, item: Item)
signal item_unhovered
enum TYPE {
INVENTORY,
WEAPON,
HAT,
BACKPACK,
}
var slot_index: int = 0
var slot_type: TYPE = TYPE.INVENTORY
var inventory_data: InventorySlot
var parent_inventory: Control
var _is_mouse_hovering := false
@onready var background: Panel = $Background
@onready var item_icon: TextureRect = $ItemIcon
@onready var quantity_label: Label = $QuantityLabel
func _ready():
gui_input.connect(_on_gui_input)
mouse_entered.connect(_on_mouse_entered)
mouse_exited.connect(_on_mouse_exited)
update_display()
func set_slot_data(slot_data: InventorySlot, index: int):
inventory_data = slot_data
slot_index = index
update_display()
if is_node_ready() and _is_mouse_hovering:
_emit_current_hover_state()
func update_display():
if not inventory_data or inventory_data.is_empty():
_show_empty_slot()
else:
_show_item_slot()
func _show_empty_slot():
if item_icon:
item_icon.texture = null
if quantity_label:
quantity_label.visible = false
if background:
background.modulate = Color.WHITE
func _show_item_slot():
var item = ItemDatabase.get_item(inventory_data.item_id)
if not item:
_show_empty_slot()
return
item_icon.texture = item.icon
if item.stackable and inventory_data.quantity > 1:
quantity_label.text = str(inventory_data.quantity)
quantity_label.visible = true
else:
quantity_label.visible = false
func _on_gui_input(event: InputEvent):
if event is InputEventMouseButton:
if event.pressed:
if event.button_index == MOUSE_BUTTON_LEFT and event.double_click:
slot_double_clicked.emit(slot_index)
accept_event()
elif event.button_index == MOUSE_BUTTON_RIGHT:
slot_clicked.emit(slot_index, event.button_index)
accept_event()
func _on_mouse_entered():
_is_mouse_hovering = true
_emit_current_hover_state()
background.modulate = Color(1.2, 1.2, 1.2)
func _on_mouse_exited():
_is_mouse_hovering = false
item_unhovered.emit()
background.modulate = Color.WHITE
func _emit_current_hover_state() -> void:
if inventory_data and not inventory_data.is_empty():
var item := ItemDatabase.get_item(inventory_data.item_id)
if item:
item_hovered.emit(slot_index, item)
return
item_unhovered.emit()
func _can_drop_data(_position: Vector2, data) -> bool:
return data is Dictionary and data.has("slot_index") and data.has("inventory_type")
func _drop_data(_position: Vector2, data):
if parent_inventory and parent_inventory.has_method("handle_item_drop") and slot_type == TYPE.INVENTORY:
parent_inventory.handle_item_drop(data.slot_index, slot_index)
elif parent_inventory and parent_inventory.has_method("handle_weapon_equip") and slot_type == TYPE.WEAPON:
parent_inventory.handle_weapon_equip(data.slot_index, data)
elif parent_inventory and parent_inventory.has_method("handle_hat_equip") and slot_type == TYPE.HAT:
parent_inventory.handle_hat_equip(data.slot_index, data)
elif parent_inventory and parent_inventory.has_method("handle_backpack_equip") and slot_type == TYPE.BACKPACK:
parent_inventory.handle_backpack_equip(data.slot_index, data)
func _get_drag_data(_position: Vector2):
if not inventory_data or inventory_data.is_empty():
return null
var item = ItemDatabase.get_item(inventory_data.item_id)
if not item:
return null
var preview = Control.new()
var preview_icon = TextureRect.new()
preview_icon.texture = item.icon
preview_icon.expand_mode = TextureRect.EXPAND_IGNORE_SIZE
preview_icon.size = Vector2(32, 32)
preview.add_child(preview_icon)
preview.modulate = Color(1, 1, 1, 0.8)
set_drag_preview(preview)
item_icon.modulate = Color(0.5, 0.5, 0.5)
return {"slot_index": slot_index, "inventory_type": item.item_type}
func _notification(what):
if what == NOTIFICATION_DRAG_END:
item_icon.modulate = Color.WHITE
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class_name InventoryUI
extends Control
signal inventory_closed
const SAFE_AREA_MARGIN := 16.0
const TOOLTIP_MAX_WIDTH := 280.0
const TOOLTIP_MAX_HEIGHT := 240.0
const TOOLTIP_SCREEN_MARGIN := 10.0
const TOOLTIP_HORIZONTAL_PADDING := 16.0
const TOOLTIP_VERTICAL_PADDING := 16.0
const SLOT_INDEX_WEAPON := -1
const SLOT_INDEX_HAT := -2
const SLOT_INDEX_BACKPACK := -3
var current_player: Character
var slot_ui_scene: PackedScene
var slot_uis: Array[InventorySlotUI] = []
var current_item: Item
var current_slot_index: int
var weapon_slot_ui: InventorySlotUI
var hat_slot_ui: InventorySlotUI
var backpack_slot_ui: InventorySlotUI
var _tooltip_layout_request := 0
var _tooltip_should_be_visible := false
@onready var grid_container: GridContainer = get_node(
"SafeArea/CenterContainer/InventoryPanels/InventoryPanel/MarginContainer/VBoxContainer/GridContainer"
)
@onready var close_button: Button = get_node(
"SafeArea/CenterContainer/InventoryPanels/InventoryPanel/MarginContainer/VBoxContainer/TitleBar/CloseButton"
)
@onready var tooltip: Control = $ItemTooltip
@onready var tooltip_label: RichTextLabel = $ItemTooltip/Panel/MarginContainer/TooltipText
@onready var inventory_panels: HBoxContainer = $SafeArea/CenterContainer/InventoryPanels
func _ready():
slot_ui_scene = preload("res://scenes/ui/inventory_slot_ui.tscn")
grid_container.columns = 4
close_button.pressed.connect(_on_close_pressed)
tooltip.visible = false
_create_slot_uis()
_create_hat_slot_ui()
_create_weapon_slot_ui()
_create_backpack_slot_ui()
resized.connect(_update_responsive_layout)
call_deferred("_update_responsive_layout")
func _create_hat_slot_ui():
hat_slot_ui = slot_ui_scene.instantiate() as InventorySlotUI
hat_slot_ui.custom_minimum_size = Vector2(64, 64)
hat_slot_ui.parent_inventory = self
hat_slot_ui.slot_type = InventorySlotUI.TYPE.HAT
hat_slot_ui.slot_clicked.connect(_on_slot_clicked)
hat_slot_ui.item_hovered.connect(_on_item_hovered)
hat_slot_ui.item_unhovered.connect(_on_item_unhovered)
(
get_node(
"SafeArea/CenterContainer/InventoryPanels/EquipmentPanel/MarginContainer/VBoxContainer/HatSlotContainer"
)
. add_child(hat_slot_ui)
)
func _create_weapon_slot_ui():
weapon_slot_ui = slot_ui_scene.instantiate() as InventorySlotUI
weapon_slot_ui.custom_minimum_size = Vector2(64, 64)
weapon_slot_ui.parent_inventory = self
weapon_slot_ui.slot_type = InventorySlotUI.TYPE.WEAPON
weapon_slot_ui.slot_clicked.connect(_on_slot_clicked)
weapon_slot_ui.item_hovered.connect(_on_item_hovered)
weapon_slot_ui.item_unhovered.connect(_on_item_unhovered)
(
get_node(
"SafeArea/CenterContainer/InventoryPanels/EquipmentPanel/MarginContainer/VBoxContainer/WeaponSlotContainer"
)
. add_child(weapon_slot_ui)
)
func _create_backpack_slot_ui() -> void:
backpack_slot_ui = slot_ui_scene.instantiate() as InventorySlotUI
backpack_slot_ui.custom_minimum_size = Vector2(64, 64)
backpack_slot_ui.parent_inventory = self
backpack_slot_ui.slot_type = InventorySlotUI.TYPE.BACKPACK
backpack_slot_ui.slot_clicked.connect(_on_slot_clicked)
backpack_slot_ui.item_hovered.connect(_on_item_hovered)
backpack_slot_ui.item_unhovered.connect(_on_item_unhovered)
(
get_node(
"SafeArea/CenterContainer/InventoryPanels/EquipmentPanel/MarginContainer/VBoxContainer/BackpackSlotContainer"
)
. add_child(backpack_slot_ui)
)
func _create_slot_uis():
for child in grid_container.get_children():
child.queue_free()
slot_uis.clear()
for i in range(PlayerInventory.MAX_INVENTORY_SIZE):
var slot_ui = slot_ui_scene.instantiate() as InventorySlotUI
slot_ui.custom_minimum_size = Vector2(64, 64)
slot_ui.parent_inventory = self
slot_ui.visible = i < PlayerInventory.BASE_INVENTORY_SIZE
slot_ui.slot_clicked.connect(_on_slot_clicked)
slot_ui.slot_double_clicked.connect(_on_slot_double_clicked)
slot_ui.item_hovered.connect(_on_item_hovered)
slot_ui.item_unhovered.connect(_on_item_unhovered)
slot_ui.set_slot_data(null, i)
grid_container.add_child(slot_ui)
slot_uis.append(slot_ui)
func update_inventory_display():
if not current_player or not current_player.get_inventory():
return
var player_inventory = current_player.get_inventory()
var active_slot_count := player_inventory.get_active_slot_count()
for i in range(slot_uis.size()):
slot_uis[i].visible = i < active_slot_count
if i < active_slot_count:
slot_uis[i].set_slot_data(player_inventory.get_slot(i), i)
else:
slot_uis[i].set_slot_data(null, i)
weapon_slot_ui.set_slot_data(player_inventory.equipped_weapon, SLOT_INDEX_WEAPON)
hat_slot_ui.set_slot_data(player_inventory.equipped_hat, SLOT_INDEX_HAT)
backpack_slot_ui.set_slot_data(player_inventory.equipped_backpack, SLOT_INDEX_BACKPACK)
call_deferred("_update_responsive_layout")
func _on_slot_clicked(slot_index: int, button: int):
if button == MOUSE_BUTTON_RIGHT:
_handle_right_click(slot_index)
func _on_slot_double_clicked(slot_index: int) -> void:
if not current_player or not current_player.get_inventory():
return
if slot_index < 0 or not current_player.get_inventory().is_slot_active(slot_index):
return
var slot := current_player.get_inventory().get_slot(slot_index)
if not slot or slot.is_empty():
return
var item := ItemDatabase.get_item(slot.item_id)
if not item or not item.context_options.has(Item.ContextOptions.EQUIP):
return
if (
item.item_type != Item.ItemType.WEAPON
and item.item_type != Item.ItemType.HAT
and item.item_type != Item.ItemType.BACKPACK
):
return
current_player.request_equip_item.rpc_id(1, slot_index, item.item_type)
func _handle_right_click(slot_index: int):
if not current_player or not current_player.get_inventory():
return
var player_inventory = current_player.get_inventory()
current_slot_index = slot_index
var slot: InventorySlot
if slot_index == SLOT_INDEX_WEAPON:
slot = player_inventory.equipped_weapon
elif slot_index == SLOT_INDEX_HAT:
slot = player_inventory.equipped_hat
elif slot_index == SLOT_INDEX_BACKPACK:
slot = player_inventory.equipped_backpack
else:
slot = player_inventory.get_slot(slot_index)
if slot and not slot.is_empty():
current_item = ItemDatabase.get_item(slot.item_id)
if current_item:
_hide_tooltip()
var context_menu = PopupMenu.new()
add_child(context_menu)
context_menu.popup_hide.connect(context_menu.queue_free)
context_menu.id_pressed.connect(_on_item_selected)
if slot_index == SLOT_INDEX_WEAPON or slot_index == SLOT_INDEX_HAT or slot_index == SLOT_INDEX_BACKPACK:
context_menu.add_item(
_get_context_menu_string(Item.ContextOptions.UNEQUIP), Item.ContextOptions.UNEQUIP
)
else:
for item_option in current_item.context_options:
context_menu.add_item(_get_context_menu_string(item_option), item_option)
context_menu.set_position(get_viewport().get_mouse_position())
context_menu.popup()
func _on_item_selected(index: int):
if not current_player or not current_player.get_inventory():
return
if index == Item.ContextOptions.EQUIP:
current_player.request_equip_item.rpc_id(1, current_slot_index, current_item.item_type)
elif index == Item.ContextOptions.UNEQUIP:
current_player.request_unequip_item.rpc_id(1, current_item.item_type)
elif index == Item.ContextOptions.DROP:
if current_item.scene_path.is_empty() or not ResourceLoader.exists(current_item.scene_path):
push_warning(
"Cannot drop item '" + current_item.id + "': invalid scene path '" + current_item.scene_path + "'"
)
return
current_player.add_world_item.rpc_id(
1, current_item.scene_path, current_player.get_node("GodotRobot3D/InfrontArea3D").global_position
)
current_player.request_remove_item.rpc_id(1, current_item.id, 1)
refresh_display()
func _on_item_hovered(_slot_index: int, item: Item):
_show_tooltip(item)
func _on_item_unhovered():
_hide_tooltip()
func _show_tooltip(item: Item):
if not item:
return
var tooltip_content = "[font_size=18][b][color=#FFD700]" + item.name + "[/color][/b][/font_size]\n"
tooltip_content += "[color=#CCCCCC]" + item.description + "[/color]\n"
tooltip_content += "[color=#87CEEB]Type:[/color] " + _get_item_type_string(item.item_type) + "\n"
tooltip_content += "[color=#FF69B4]Rarity:[/color] " + _get_rarity_string(item.rarity) + "\n"
tooltip_content += "[color=#FFD700]Value:[/color] " + str(item.value) + " gold"
if item.stackable:
tooltip_content += "\n[color=#98FB98]Max Stack:[/color] " + str(item.max_stack)
tooltip_label.text = tooltip_content
_tooltip_should_be_visible = true
_queue_tooltip_layout()
func _hide_tooltip():
_tooltip_should_be_visible = false
_tooltip_layout_request += 1
tooltip.visible = false
tooltip.modulate = Color.WHITE
func _queue_tooltip_layout() -> void:
_set_tooltip_width()
_tooltip_layout_request += 1
var request_id := _tooltip_layout_request
tooltip.modulate = Color(1.0, 1.0, 1.0, 0.0)
tooltip.visible = true
_apply_tooltip_layout_after_frame(request_id)
func _apply_tooltip_layout_after_frame(request_id: int) -> void:
await get_tree().process_frame
if request_id != _tooltip_layout_request or not _tooltip_should_be_visible or not tooltip or not tooltip_label:
return
var tooltip_size := tooltip.size
var available_height := minf(TOOLTIP_MAX_HEIGHT, maxf(1.0, size.y - TOOLTIP_SCREEN_MARGIN * 2.0))
tooltip_size.y = minf(float(tooltip_label.get_content_height()) + TOOLTIP_VERTICAL_PADDING, available_height)
tooltip.size = tooltip_size
_position_tooltip_smartly()
tooltip.modulate = Color.WHITE
func _set_tooltip_width() -> void:
var tooltip_size := tooltip.size
var available_width := maxf(1.0, size.x - TOOLTIP_SCREEN_MARGIN * 2.0)
tooltip_size.x = minf(TOOLTIP_MAX_WIDTH, available_width)
tooltip.size = tooltip_size
var label_minimum_size := tooltip_label.custom_minimum_size
label_minimum_size.x = maxf(1.0, tooltip_size.x - TOOLTIP_HORIZONTAL_PADDING)
tooltip_label.custom_minimum_size = label_minimum_size
var label_size := tooltip_label.size
label_size.x = label_minimum_size.x
tooltip_label.size = label_size
func _position_tooltip_smartly():
var mouse_pos = get_global_mouse_position()
var tooltip_size = tooltip.size
var viewport_size = get_viewport().get_visible_rect().size
var tooltip_pos = mouse_pos + Vector2.ONE * TOOLTIP_SCREEN_MARGIN
if tooltip_pos.x + tooltip_size.x > viewport_size.x - TOOLTIP_SCREEN_MARGIN:
tooltip_pos.x = mouse_pos.x - tooltip_size.x - TOOLTIP_SCREEN_MARGIN
if tooltip_pos.y + tooltip_size.y > viewport_size.y - TOOLTIP_SCREEN_MARGIN:
tooltip_pos.y = mouse_pos.y - tooltip_size.y - TOOLTIP_SCREEN_MARGIN
var max_x := maxf(TOOLTIP_SCREEN_MARGIN, viewport_size.x - tooltip_size.x - TOOLTIP_SCREEN_MARGIN)
var max_y := maxf(TOOLTIP_SCREEN_MARGIN, viewport_size.y - tooltip_size.y - TOOLTIP_SCREEN_MARGIN)
tooltip_pos.x = clampf(tooltip_pos.x, TOOLTIP_SCREEN_MARGIN, max_x)
tooltip_pos.y = clampf(tooltip_pos.y, TOOLTIP_SCREEN_MARGIN, max_y)
tooltip.global_position = tooltip_pos
func _update_responsive_layout() -> void:
if not inventory_panels or not tooltip:
return
var available_size := Vector2(
maxf(1.0, size.x - SAFE_AREA_MARGIN * 2.0), maxf(1.0, size.y - SAFE_AREA_MARGIN * 2.0)
)
var content_size := inventory_panels.size
if content_size.x > 0.0 and content_size.y > 0.0:
var scale_factor := minf(1.0, minf(available_size.x / content_size.x, available_size.y / content_size.y))
inventory_panels.pivot_offset = content_size * 0.5
inventory_panels.scale = Vector2.ONE * scale_factor
_set_tooltip_width()
if _tooltip_should_be_visible:
_queue_tooltip_layout()
func _get_item_type_string(type: Item.ItemType) -> String:
var type_name := "Unknown"
match type:
Item.ItemType.WEAPON:
type_name = "Weapon"
Item.ItemType.HAT:
type_name = "Hat"
Item.ItemType.BACKPACK:
type_name = "Backpack"
Item.ItemType.CONSUMABLE:
type_name = "Consumable"
Item.ItemType.TOOL:
type_name = "Tool"
Item.ItemType.MISC:
type_name = "Miscellaneous"
return type_name
func _get_rarity_string(rarity: Item.ItemRarity) -> String:
match rarity:
Item.ItemRarity.COMMON:
return "Common"
Item.ItemRarity.UNCOMMON:
return "Uncommon"
Item.ItemRarity.RARE:
return "Rare"
Item.ItemRarity.EPIC:
return "Epic"
Item.ItemRarity.LEGENDARY:
return "Legendary"
_:
return "Unknown"
func _get_context_menu_string(context: Item.ContextOptions) -> String:
match context:
Item.ContextOptions.DROP:
return "Drop"
Item.ContextOptions.EQUIP:
return "Equip"
Item.ContextOptions.UNEQUIP:
return "Unequip"
_:
return "Unknown"
func handle_item_drop(from_slot: int, to_slot: int):
if not current_player:
return
if from_slot == SLOT_INDEX_WEAPON:
current_player.request_unequip_item.rpc_id(1, Item.ItemType.WEAPON, to_slot)
elif from_slot == SLOT_INDEX_HAT:
current_player.request_unequip_item.rpc_id(1, Item.ItemType.HAT, to_slot)
elif from_slot == SLOT_INDEX_BACKPACK:
current_player.request_unequip_item.rpc_id(1, Item.ItemType.BACKPACK, to_slot)
else:
current_player.request_move_item.rpc_id(1, from_slot, to_slot)
func _on_close_pressed():
_hide_tooltip()
inventory_closed.emit()
visible = false
func open_inventory(player: Character = null):
_hide_tooltip()
if player:
current_player = player
update_inventory_display()
visible = true
func close_inventory():
_hide_tooltip()
visible = false
func refresh_display():
update_inventory_display()
func handle_weapon_equip(from_slot: int, item: Dictionary):
if current_player and from_slot >= 0 and item.inventory_type == Item.ItemType.WEAPON:
current_player.request_equip_item.rpc_id(1, from_slot, Item.ItemType.WEAPON)
func handle_hat_equip(from_slot: int, item: Dictionary):
if current_player and from_slot >= 0 and item.inventory_type == Item.ItemType.HAT:
current_player.request_equip_item.rpc_id(1, from_slot, Item.ItemType.HAT)
func handle_backpack_equip(from_slot: int, item: Dictionary) -> void:
if current_player and from_slot >= 0 and item.inventory_type == Item.ItemType.BACKPACK:
current_player.request_equip_item.rpc_id(1, from_slot, Item.ItemType.BACKPACK)
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class_name MainMenuUI
extends Control
signal host_pressed(nickname: String, skin: String)
signal join_pressed(nickname: String, skin: String, address: String)
signal quit_pressed
const SKIN_OPTIONS: Array[String] = ["Blue", "Yellow", "Green", "Red"]
const SAFE_AREA_MARGIN := 24.0
@onready var skin_input: OptionButton = $MainContainer/MainMenu/Option2/SkinInput
@onready var nick_input: LineEdit = $MainContainer/MainMenu/Option1/NickInput
@onready var address_input: LineEdit = $MainContainer/MainMenu/Option3/AddressInput
@onready var main_container: VBoxContainer = $MainContainer
func _ready() -> void:
skin_input.clear()
for skin_name in SKIN_OPTIONS:
skin_input.add_item(skin_name)
skin_input.select(0)
resized.connect(_update_responsive_layout)
call_deferred("_update_responsive_layout")
func _on_host_pressed() -> void:
var nickname = nick_input.text.strip_edges()
var skin = get_skin()
host_pressed.emit(nickname, skin)
func _on_join_pressed() -> void:
var nickname = nick_input.text.strip_edges()
var skin = get_skin()
var address = address_input.text.strip_edges()
join_pressed.emit(nickname, skin, address)
func _on_quit_pressed():
quit_pressed.emit()
func show_menu():
show()
call_deferred("_update_responsive_layout")
func hide_menu():
hide()
func is_menu_visible() -> bool:
return visible
func _update_responsive_layout() -> void:
if not main_container:
return
var available_size := Vector2(
maxf(1.0, size.x - SAFE_AREA_MARGIN * 2.0), maxf(1.0, size.y - SAFE_AREA_MARGIN * 2.0)
)
var content_size := main_container.get_combined_minimum_size()
if content_size.x <= 0.0 or content_size.y <= 0.0:
return
var scale_factor := minf(1.0, minf(available_size.x / content_size.x, available_size.y / content_size.y))
main_container.pivot_offset = main_container.size * 0.5
main_container.scale = Vector2.ONE * scale_factor
func get_skin() -> String:
return skin_input.get_item_text(skin_input.selected).to_lower()
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class_name MultiplayerChatUI
extends Control
signal message_sent(message_text: String)
const MAX_CHAT_MESSAGES: int = 100
const MAX_VISIBLE_MESSAGES: int = 8
const FEED_VISIBLE_SECONDS: float = 6.0
const FEED_FADE_SECONDS: float = 0.35
const SAFE_AREA_MARGIN := 16.0
const MIN_CHAT_WIDTH := 280.0
const MAX_CHAT_WIDTH := 480.0
const MAX_CHAT_HEIGHT := 268.0
var chat_visible: bool = false
var chat_history: Array[String] = []
var fade_tween: Tween
@onready var chat: RichTextLabel = $ChatLayout/Chat
@onready var message: LineEdit = $ChatLayout/Message
@onready var feed_timer: Timer = $FeedTimer
func _ready() -> void:
message.text_submitted.connect(_on_message_submitted)
feed_timer.timeout.connect(_on_feed_timer_timeout)
feed_timer.wait_time = FEED_VISIBLE_SECONDS
get_viewport().size_changed.connect(_update_responsive_layout)
_update_responsive_layout()
show()
clear_chat()
func _update_responsive_layout() -> void:
var viewport_size := get_viewport().get_visible_rect().size
var available_width := maxf(1.0, viewport_size.x - SAFE_AREA_MARGIN * 2.0)
var preferred_width := clampf(viewport_size.x * 0.42, MIN_CHAT_WIDTH, MAX_CHAT_WIDTH)
var target_width := minf(available_width, preferred_width)
var target_height := minf(MAX_CHAT_HEIGHT, maxf(1.0, viewport_size.y - SAFE_AREA_MARGIN * 2.0))
offset_left = SAFE_AREA_MARGIN
offset_right = SAFE_AREA_MARGIN + target_width
offset_bottom = -SAFE_AREA_MARGIN
offset_top = -SAFE_AREA_MARGIN - target_height
func toggle_chat() -> void:
if chat_visible:
close_chat()
return
chat_visible = true
_stop_feed_animation()
_show_feed()
message.show()
await get_tree().process_frame
if not chat_visible:
return
message.grab_focus()
func close_chat() -> void:
chat_visible = false
message.text = ""
message.release_focus()
message.hide()
if chat_history.is_empty():
chat.hide()
else:
_show_feed_temporarily()
func is_chat_visible() -> bool:
return chat_visible
func _on_message_submitted(_submitted_text: String) -> void:
var message_text := message.text.strip_edges()
if message_text.is_empty():
return
close_chat()
message_sent.emit(message_text)
func add_message(nick: String, msg: String) -> void:
var formatted_message := _escape_bbcode("%s: %s" % [nick, msg])
chat_history.append(formatted_message)
while chat_history.size() > MAX_CHAT_MESSAGES:
chat_history.pop_front()
_render_chat_history()
if chat_visible:
_stop_feed_animation()
_show_feed()
else:
_show_feed_temporarily()
func _render_chat_history() -> void:
chat.clear()
var first_message := maxi(0, chat_history.size() - MAX_VISIBLE_MESSAGES)
for index in range(first_message, chat_history.size()):
chat.append_text(chat_history[index])
if index < chat_history.size() - 1:
chat.append_text("\n")
func _show_feed_temporarily() -> void:
_stop_feed_animation()
_show_feed()
feed_timer.start()
func _show_feed() -> void:
chat.modulate.a = 1.0
chat.show()
func _on_feed_timer_timeout() -> void:
if chat_visible:
return
_stop_fade_tween()
fade_tween = create_tween()
fade_tween.tween_property(chat, "modulate:a", 0.0, FEED_FADE_SECONDS)
fade_tween.tween_callback(chat.hide)
func _stop_feed_animation() -> void:
feed_timer.stop()
_stop_fade_tween()
func _stop_fade_tween() -> void:
if fade_tween and fade_tween.is_valid():
fade_tween.kill()
fade_tween = null
func _escape_bbcode(text: String) -> String:
return text.replace("[", "[lb]")
func clear_chat() -> void:
_stop_feed_animation()
chat_history.clear()
chat.clear()
chat.modulate.a = 1.0
chat.hide()
message.text = ""
message.release_focus()
message.hide()
chat_visible = false
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uid://c8x9y2z1a3b4c5d6
+57
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class_name PauseMenuUI
extends Control
signal resume_pressed
signal main_menu_pressed
signal quit_pressed
const SAFE_AREA_MARGIN := 16.0
@onready var resume_button: Button = $Overlay/Panel/MarginContainer/Buttons/Resume
@onready var panel: PanelContainer = $Overlay/Panel
func _ready() -> void:
resized.connect(_update_responsive_layout)
call_deferred("_update_responsive_layout")
hide()
func show_menu() -> void:
show()
call_deferred("_update_responsive_layout")
resume_button.grab_focus()
func hide_menu() -> void:
hide()
func is_menu_visible() -> bool:
return visible
func _update_responsive_layout() -> void:
if not panel:
return
var available_size := Vector2(
maxf(1.0, size.x - SAFE_AREA_MARGIN * 2.0), maxf(1.0, size.y - SAFE_AREA_MARGIN * 2.0)
)
var panel_size := panel.size
if panel_size.x <= 0.0 or panel_size.y <= 0.0:
return
var scale_factor := minf(1.0, minf(available_size.x / panel_size.x, available_size.y / panel_size.y))
panel.pivot_offset = panel_size * 0.5
panel.scale = Vector2.ONE * scale_factor
func _on_resume_pressed() -> void:
resume_pressed.emit()
func _on_main_menu_pressed() -> void:
main_menu_pressed.emit()
func _on_quit_pressed() -> void:
quit_pressed.emit()
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uid://wbiqr2q6c47q
+109
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class_name PlayerListUI
extends Control
const PLAYER_ROW_HEIGHT := 28.0
const MAX_VISIBLE_ROWS := 8
const RESERVED_VERTICAL_SPACE := 190.0
const SAFE_AREA_MARGIN := 16.0
var _player_count := 0
@onready var panel: PanelContainer = $SafeArea/PositionContainer/Panel
@onready var count_label: Label = $SafeArea/PositionContainer/Panel/MarginContainer/Content/Count
@onready var player_scroll: ScrollContainer = $SafeArea/PositionContainer/Panel/MarginContainer/Content/PlayerScroll
@onready
var players_label: RichTextLabel = $SafeArea/PositionContainer/Panel/MarginContainer/Content/PlayerScroll/Players
func _ready() -> void:
resized.connect(_update_layout)
_update_layout()
hide()
func _unhandled_input(event: InputEvent) -> void:
if not visible or not (event is InputEventMouseButton):
return
var mouse_event := event as InputEventMouseButton
if not mouse_event.pressed:
return
if mouse_event.button_index == MOUSE_BUTTON_WHEEL_UP:
player_scroll.scroll_vertical -= int(PLAYER_ROW_HEIGHT)
elif mouse_event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
player_scroll.scroll_vertical += int(PLAYER_ROW_HEIGHT)
func show_players(players: Dictionary, local_peer_id: int) -> void:
refresh_players(players, local_peer_id)
player_scroll.scroll_vertical = 0
show()
call_deferred("_apply_panel_scale")
func hide_players() -> void:
hide()
func refresh_players(players: Dictionary, local_peer_id: int) -> void:
var peer_ids: Array[int] = []
for peer_id_value in players:
var peer_id := int(peer_id_value)
if peer_id > 0:
peer_ids.append(peer_id)
peer_ids.sort()
_player_count = peer_ids.size()
count_label.text = "%d online" % _player_count
players_label.clear()
for index in range(peer_ids.size()):
var peer_id := peer_ids[index]
var player_info: Dictionary = players.get(peer_id, {})
var nickname := Network.sanitize_nickname(str(player_info.get("nick", "")), "Player_" + str(peer_id))
var local_marker := " [color=#c7ccd4](you)[/color]" if peer_id == local_peer_id else ""
players_label.append_text(
(
"[color=#a8adb5]>[/color] [b]%s[/b]%s [color=#9aa0a8]#%d[/color]"
% [_escape_bbcode(nickname), local_marker, peer_id]
)
)
if index < peer_ids.size() - 1:
players_label.append_text("\n")
_update_layout()
func _update_layout() -> void:
if not panel or not player_scroll:
return
var panel_minimum_size := panel.custom_minimum_size
panel_minimum_size.x = maxf(0.0, minf(420.0, size.x - 32.0))
panel.custom_minimum_size = panel_minimum_size
var visible_rows := maxi(1, mini(_player_count, MAX_VISIBLE_ROWS))
var desired_height := float(visible_rows) * PLAYER_ROW_HEIGHT
var viewport_limit := maxf(30.0, size.y - RESERVED_VERTICAL_SPACE)
var scroll_minimum_size := player_scroll.custom_minimum_size
scroll_minimum_size.y = minf(desired_height, viewport_limit)
player_scroll.custom_minimum_size = scroll_minimum_size
var players_minimum_size := players_label.custom_minimum_size
players_minimum_size.y = float(maxi(1, _player_count)) * PLAYER_ROW_HEIGHT
players_label.custom_minimum_size = players_minimum_size
call_deferred("_apply_panel_scale")
func _apply_panel_scale() -> void:
if not panel:
return
var available_size := Vector2(
maxf(1.0, size.x - SAFE_AREA_MARGIN * 2.0), maxf(1.0, size.y - SAFE_AREA_MARGIN * 2.0)
)
var panel_size := panel.size
if panel_size.x <= 0.0 or panel_size.y <= 0.0:
return
var scale_factor := minf(1.0, minf(available_size.x / panel_size.x, available_size.y / panel_size.y))
panel.pivot_offset = panel_size * 0.5
panel.scale = Vector2.ONE * scale_factor
func _escape_bbcode(text: String) -> String:
return text.replace("[", "[lb]")
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uid://dpxhd38sedg8u