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TheriapolisV3/Theriapolis.Godot/Scenes/Widgets/AbilityToken.cs
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using Godot;
namespace Theriapolis.GodotHost.Scenes.Widgets;
/// <summary>
/// Draggable ability-score token. Replaces the React prototype's
/// <c>.die</c> + filled <c>.slot</c> in <c>steps.jsx</c> per
/// GODOT_PORTING_GUIDE.md §7.1. Shows the int value as a centered
/// label; <c>_GetDragData</c> returns a Dictionary payload describing
/// where the token came from so the step can mutate CharacterDraft
/// accordingly.
///
/// Tokens are owned by either an AbilityPool (Origin == "pool",
/// OriginPoolIdx set) or an AbilitySlot (Origin == "slot",
/// OriginAbility set). Dropping a token rebuilds the StepStats UI from
/// the new draft state — token instances are short-lived.
/// </summary>
public partial class AbilityToken : PanelContainer
{
[Export] public int Value { get; set; }
[Export] public string Origin { get; set; } = "pool";
[Export] public string OriginAbility { get; set; } = "";
[Export] public int OriginPoolIdx { get; set; } = -1;
public override void _Ready()
{
CustomMinimumSize = new Vector2(56, 56);
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ThemeTypeVariation = "AbilityToken";
// PASS so clicks propagate up to the parent AbilitySlot's GuiInput
// handler (click-to-return). Drag detection still triggers on the
// deepest non-IGNORE Control under the cursor, so PASS works for
// _GetDragData too.
MouseFilter = MouseFilterEnum.Pass;
var label = new Label
{
Text = Value.ToString(),
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
MouseFilter = MouseFilterEnum.Ignore,
};
label.AddThemeFontSizeOverride("font_size", 22);
AddChild(label);
}
public override Variant _GetDragData(Vector2 atPosition)
{
// Drag preview — a dimmed duplicate of the token.
var preview = new Panel { CustomMinimumSize = new Vector2(56, 56) };
var lbl = new Label
{
Text = Value.ToString(),
HorizontalAlignment = HorizontalAlignment.Center,
VerticalAlignment = VerticalAlignment.Center,
};
lbl.AddThemeFontSizeOverride("font_size", 22);
lbl.AnchorRight = 1f;
lbl.AnchorBottom = 1f;
preview.AddChild(lbl);
preview.Modulate = new Color(1, 1, 1, 0.85f);
SetDragPreview(preview);
return new Godot.Collections.Dictionary
{
{ "kind", "ability_value" },
{ "value", Value },
{ "from", Origin },
{ "ability", OriginAbility },
{ "idx", OriginPoolIdx },
};
}
}