Tales-of-PKMN/game/ui/pause_menu/pause_menu.gd

150 lines
4.3 KiB
GDScript

extends CanvasLayer
@export var pause_sound : AudioStream
@export var resume_sound : AudioStream
@export var click_sound : AudioStream
@onready var resume_button: Button = $PanelContainer/VBoxContainer/Resume
@onready var team_button: Button = $PanelContainer/VBoxContainer/Team
@onready var storage_button: Button = $PanelContainer/VBoxContainer/Storage
@onready var save_button: Button = $PanelContainer/VBoxContainer/Save
@onready var load_button: Button = $PanelContainer/VBoxContainer/Load
@onready var menu_panel: PanelContainer = $PanelContainer
@onready var animation_player: AnimationPlayer = $AnimationPlayer
var is_transitioning : bool = false
var sub_screen : Control = null #page ouverte depuis le menu (equipe, PC...)
var sub_screen_origin : Button = null #bouton qui a ouvert la page, pour lui rendre le focus
var save_feedback_active : bool = false
func _ready() -> void:
process_mode = Node.PROCESS_MODE_ALWAYS
visible = false
animation_player.play("RESET")
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("open_quest_journal"):
toggle_journal()
get_viewport().set_input_as_handled()
if is_transitioning or sub_screen != null: return #une page ouverte gere ses propres entrees
if event.is_action_pressed("pause"):
if get_tree().paused:
resume()
else:
pause()
func pause() -> void:
if is_transitioning: return
is_transitioning = true
visible = true
get_tree().paused = true
UiAudio.play(pause_sound)
animation_player.play("blur")
await animation_player.animation_finished
resume_button.grab_focus()
is_transitioning = false
func resume() -> void:
if is_transitioning: return
is_transitioning = true
UiAudio.play(resume_sound)
animation_player.play_backwards("blur")
await animation_player.animation_finished
visible = false
get_tree().paused = false
is_transitioning = false
func _on_resume_pressed() -> void:
resume()
#---------- pages (equipe, PC) ----------
func _open_sub_screen(screen : Control, origin : Button) -> void:
sub_screen = screen
sub_screen_origin = origin
add_child(screen) #ajoute en dernier : s'affiche au-dessus du menu
screen.connect("closed", _on_sub_screen_closed)
menu_panel.hide() #le flou de fond reste visible derriere la page
func _on_sub_screen_closed() -> void:
if sub_screen:
sub_screen.queue_free()
sub_screen = null
menu_panel.show()
if sub_screen_origin: sub_screen_origin.grab_focus()
func _on_team_pressed() -> void:
if is_transitioning or sub_screen != null: return
UiAudio.play(click_sound)
var screen := TeamScreen.new()
_open_sub_screen(screen, team_button)
screen.setup(GameData.player_team)
func _on_storage_pressed() -> void:
if is_transitioning or sub_screen != null: return
UiAudio.play(click_sound)
var screen := PCScreen.new()
_open_sub_screen(screen, storage_button)
screen.setup(GameData.player_team, GameData.player_storage)
#---------- sauvegarde ----------
func _on_save_pressed() -> void:
UiAudio.play(click_sound)
GameData.save()
#retour visuel temporaire sur le bouton (le focus reste dessus, pour la manette)
if save_feedback_active: return
save_feedback_active = true
save_button.text = "Sauvegardé !"
await get_tree().create_timer(1.5, true).timeout #true = continue meme en pause
save_button.text = "Sauvegarder"
save_feedback_active = false
func _on_load_pressed() -> void:
UiAudio.play(click_sound)
GameData.load_data()
#retour visuel temporaire sur le bouton (le focus reste dessus, pour la manette)
if save_feedback_active: return
save_feedback_active = true
load_button.text = "Chargé !"
await get_tree().create_timer(1.5, true).timeout #true = continue meme en pause
load_button.text = "Charger"
save_feedback_active = false
func _on_restart_pressed() -> void:
UiAudio.play(click_sound)
get_tree().paused = false
visible = false
get_tree().reload_current_scene()
func _on_quit_pressed() -> void:
UiAudio.play(click_sound)
get_tree().quit()
const QUEST_JOURNAL_SCENE := preload("res://game/quest_journal/quest_journal.tscn")
var _journal_instance: Control = null
func toggle_journal() -> void:
if _journal_instance and is_instance_valid(_journal_instance):
_journal_instance.queue_free()
_journal_instance = null
get_tree().paused = false
else:
_journal_instance = QUEST_JOURNAL_SCENE.instantiate()
add_child(_journal_instance)
get_tree().paused = true
func _on_quests_pressed() -> void:
toggle_journal()