96 lines
3.1 KiB
GDScript
96 lines
3.1 KiB
GDScript
extends Control
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@onready var player_panel_array = [$Control/Panel4, $Control/Panel2, $Control/Panel3]
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@onready var players_turning = [$Panel/SubViewportContainer/SubViewport/Players/Player1/MeshInstance3D,
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$Panel/SubViewportContainer/SubViewport/Players/Player2/MeshInstance3D,
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$Panel/SubViewportContainer/SubViewport/Players/Player3/MeshInstance3D]
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@onready var language_button: Button = $language
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const FLAG_DE = preload("res://assets/Images/de.svg")
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const FLAG_US = preload("res://assets/Images/us.svg")
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func _ready() -> void:
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$AnimationPlayer.play("turning")
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_update_language_button()
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func selected_via_click(chosen_player: int) -> void:
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player_panel_array[Global.PlayerSelection].get_theme_stylebox('panel').border_color = Color('cccccc')
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players_turning[Global.PlayerSelection].visible = false
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Global.PlayerSelection = chosen_player
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for i in players_turning[chosen_player].mesh.get_surface_count():
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players_turning[chosen_player].set_surface_override_material(i, null)
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player_panel_array[chosen_player].get_theme_stylebox('panel').border_color = Color('30e7f2')
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players_turning[Global.PlayerSelection].visible = true
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func _on_button_1_pressed() -> void:
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selected_via_click(0)
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func _on_button_2_pressed() -> void:
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selected_via_click(1)
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func _on_button_3_pressed() -> void:
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selected_via_click(2)
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func _change_language() -> void:
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if Global.locale == "de":
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Global.apply_locale("en")
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else:
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Global.apply_locale("de")
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_update_language_button()
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func _update_language_button() -> void:
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# Show the flag of the language you can switch TO
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language_button.text = ""
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language_button.icon = FLAG_US if Global.locale == "de" else FLAG_DE
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language_button.expand_icon = true
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language_button.custom_minimum_size = Vector2(48, 32)
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func _on_start_pressed() -> void:
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var mesh = players_turning[Global.PlayerSelection].mesh.duplicate()
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for i in range(mesh.get_surface_count()):
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var override_mat = players_turning[Global.PlayerSelection].get_surface_override_material(i)
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if override_mat:
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mesh.surface_set_material(i, override_mat)
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ResourceSaver.save(mesh, "user://player_anim.tres")
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get_tree().change_scene_to_file("res://title_screen_animation.tscn")
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func _on_line_edit_text_changed(new_text: String) -> void:
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Global.player_name = new_text
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func _on_impressum_pressed() -> void:
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$Panel2.visible = true
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$Panel2/Label.text = load_localized_document("impressum")
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func _on_datenschutz_pressed() -> void:
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$Panel2.visible = true
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$Panel2/Label.text = load_localized_document("datenschutz")
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func _on_button_pressed() -> void:
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$Panel2.visible = false
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func load_localized_document(base_name: String) -> String:
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var locale := TranslationServer.get_locale().substr(0, 2)
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var localized_path := "res://Resources/documents/%s_%s.txt" % [base_name, locale]
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var fallback_path := "res://Resources/documents/%s.txt" % base_name
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if FileAccess.file_exists(localized_path):
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return load_text_file(localized_path)
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return load_text_file(fallback_path)
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func load_text_file(path: String) -> String:
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var file = FileAccess.open(path, FileAccess.READ)
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if file == null:
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return ""
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return file.get_as_text()
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