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ef5c824b00
The following changes done here: 1. Stripped down to the main menu, and that pushed as erpg\Godot\MainMenu\GodotUserInterface_Doug bcirpg_mainMenu_[date] 2. Relocated all other project work to: erpg\Godot\Experiments\Doug\
50 lines
1.5 KiB
GDScript
50 lines
1.5 KiB
GDScript
#LOCALE CLASS:
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# Template script for the Locale scene; allows for connecting exits, and also
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# maintains a visited bool (currently un-used) and takes additional
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# options via the GUI:
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# 1. Name
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# 2. Description
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# 3. The 3 option strings available at the location
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#
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extends PanelContainer
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#Allows Godot to handle autocomplete and 'register' class
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class_name Locale
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export (String) var locale_name = "Location Name"
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export (String) var locale_description = "This is the description of the location."
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#DKM TEMP: assuming this gets set here
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export (String) var option1 = "Option 1"
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export (String) var option2 = "Option 2"
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export (String) var option3 = "Option 3"
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var visited = false;
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var exits: Dictionary = {}
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#DKM TEMP: right now connects both directions, but can make an alt func that c
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# connects just one way for example (for one-way-doors)
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# currently not in use, but the override defaults false but if passed can let
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# you apply custom direction
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func connect_exit(direction: String, locale: Locale, override_direction: bool = false):
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if(!override_direction):
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match direction:
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"west":
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exits[direction] = locale
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locale.exits["east"] = self
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"east":
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exits[direction] = locale
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locale.exits["west"] = self
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"north":
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exits[direction] = locale
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locale.exits["south"] = self
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"south":
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exits[direction] = locale
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locale.exits["north"] = self
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_:
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printerr("Tried to connect invalid direction: %s", direction)
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else:
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exits[direction] = locale
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