La-Torreta-del-Drac/scenes/dragon_editor/dragon_editor.gd
2025-04-09 17:40:25 +02:00

44 lines
1 KiB
GDScript

extends Window
class_name DragonEditor
@onready var hat: TextureRect = $CanvasLayer/Dragon/Hat
@onready var shirt: TextureRect = $CanvasLayer/Dragon/Shirt
@onready var shoes: TextureRect = $CanvasLayer/Dragon/Shoes
@export var hat_outfits: DragonOutfit
@export var shirt_outfits: DragonOutfit
@export var shoes_outfits: DragonOutfit
@onready var dragon_name: LineEdit = $CanvasLayer/LineEdit
signal on_create_dragon(hat: Texture2D, shirt: Texture2D, shoes: Texture2D, dragon_name: String)
func _ready() -> void:
hat.texture = null
shirt.texture = null
shoes.texture = null
func _on_close_requested() -> void:
queue_free()
func _on_change_hat_pressed() -> void:
hat.texture = hat_outfits.pick_next()
func _on_change_shirt_pressed() -> void:
shirt.texture = shirt_outfits.pick_next()
func _on_change_shoes_pressed() -> void:
shoes.texture = shoes_outfits.pick_next()
func _on_create_pressed() -> void:
if dragon_name.text.is_empty():
return
on_create_dragon.emit(hat.texture, shirt.texture, shoes.texture, dragon_name.text)
queue_free()