immersive-home/app/content/ui/menu/room/views/doors.gd
2024-05-22 18:38:28 +02:00

64 lines
1.6 KiB
GDScript

extends Node3D
const ConstructRoomMesh = preload ("res://lib/utils/mesh/construct_room_mesh.gd")
const material_selected = preload ("../room_selected.tres")
const material_unselected = preload ("../room_unselected.tres")
@onready var door_button = $Button
@onready var delete_button = $DeleteButton
@onready var door_label = $Label3D
@onready var rooms_map = $Rooms
@onready var doors_map = $Doors
var editing_door = R.state(false)
func _ready():
rooms_map.selectable.value = false
var button_icon = R.computed(func(_arg):
if doors_map.selected_door.value == null:
return "add"
elif editing_door.value == false:
return "edit"
else:
return "save"
)
R.bind(door_button, "label", button_icon)
var button_label = R.computed(func(_arg):
if doors_map.selected_door.value == null:
return "Add Door"
elif editing_door.value == false:
return "Edit Door"
else:
return "Save Door"
)
R.bind(door_label, "text", button_label)
R.effect(func(_arg):
delete_button.disabled=doors_map.selected_door.value == null
delete_button.visible=doors_map.selected_door.value != null
)
door_button.on_button_up.connect(func():
if doors_map.selected_door.value == null:
var id=App.house.doors.add()
editing_door.value=true
doors_map.selected_door.value=id
elif editing_door.value == false:
editing_door.value=true
App.house.doors.edit(doors_map.selected_door.value)
else:
App.house.doors.save()
editing_door.value=false
)
delete_button.on_button_up.connect(func():
if doors_map.selected_door.value != null:
App.house.doors.delete(doors_map.selected_door.value)
doors_map.selected_door.value=null
)