109 lines
3.1 KiB
GDScript
109 lines
3.1 KiB
GDScript
extends CanvasLayer
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@export var pause_sound : AudioStream
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@export var resume_sound : AudioStream
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@export var click_sound : AudioStream
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@onready var resume_button: Button = $PanelContainer/VBoxContainer/Resume
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@onready var storage_button: Button = $PanelContainer/VBoxContainer/Storage
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@onready var save_button: Button = $PanelContainer/VBoxContainer/Save
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@onready var load_button: Button = $PanelContainer/VBoxContainer/Load
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@onready var menu_panel: PanelContainer = $PanelContainer
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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var is_transitioning : bool = false
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var pc_screen : PCScreen = null
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var save_feedback_active : bool = false
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func _ready() -> void:
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process_mode = Node.PROCESS_MODE_ALWAYS
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visible = false
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animation_player.play("RESET")
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func _unhandled_input(event: InputEvent) -> void:
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if is_transitioning or pc_screen != null: return #le PC gere ses propres entrees
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if event.is_action_pressed("pause"):
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if get_tree().paused:
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resume()
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else:
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pause()
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func pause() -> void:
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if is_transitioning: return
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is_transitioning = true
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visible = true
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get_tree().paused = true
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UiAudio.play(pause_sound)
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animation_player.play("blur")
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await animation_player.animation_finished
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resume_button.grab_focus()
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is_transitioning = false
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func resume() -> void:
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if is_transitioning: return
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is_transitioning = true
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UiAudio.play(resume_sound)
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animation_player.play_backwards("blur")
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await animation_player.animation_finished
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visible = false
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get_tree().paused = false
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is_transitioning = false
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func _on_resume_pressed() -> void:
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resume()
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func _on_storage_pressed() -> void:
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if is_transitioning or pc_screen != null: return
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UiAudio.play(click_sound)
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pc_screen = PCScreen.new()
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add_child(pc_screen) #ajoute en dernier : s'affiche au-dessus du menu
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pc_screen.setup(GameData.player_team, GameData.player_storage)
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pc_screen.closed.connect(_on_pc_closed)
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menu_panel.hide() #le flou de fond reste visible derriere le PC
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func _on_pc_closed() -> void:
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if pc_screen:
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pc_screen.queue_free()
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pc_screen = null
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menu_panel.show()
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storage_button.grab_focus()
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func _on_save_pressed() -> void:
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UiAudio.play(click_sound)
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GameData.save()
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#retour visuel temporaire sur le bouton (le focus reste dessus, pour la manette)
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if save_feedback_active: return
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save_feedback_active = true
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save_button.text = "Sauvegardé !"
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await get_tree().create_timer(1.5, true).timeout #true = continue meme en pause
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save_button.text = "Sauvegarder"
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save_feedback_active = false
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func _on_load_pressed() -> void:
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UiAudio.play(click_sound)
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GameData.load_data()
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#retour visuel temporaire sur le bouton (le focus reste dessus, pour la manette)
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if save_feedback_active: return
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save_feedback_active = true
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load_button.text = "Chargé !"
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await get_tree().create_timer(1.5, true).timeout #true = continue meme en pause
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load_button.text = "Charger"
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save_feedback_active = false
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func _on_restart_pressed() -> void:
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UiAudio.play(click_sound)
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get_tree().paused = false
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visible = false
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get_tree().reload_current_scene()
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func _on_quit_pressed() -> void:
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UiAudio.play(click_sound)
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get_tree().quit()
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