fix train_selector

This commit is contained in:
2026-06-29 10:20:11 +02:00
parent 6a2a2d2e8a
commit 22653d62bc

View File

@@ -1,54 +1,57 @@
extends VBoxContainer extends VBoxContainer
@onready var color_pickers: Array[TrainColorPicker] = [$%ColorPicker1, $%ColorPicker2, $%ColorPicker3, $%ColorPicker4, $%ColorPicker5, $%ColorPicker6] @onready var color_pickers_1: Array[TrainColorPicker] = [$%ColorPicker1, $%ColorPicker2, $%ColorPicker3, $%ColorPicker4, $%ColorPicker5, $%ColorPicker6]
@onready var left_arrow: ArrowButton = $%ArrowButtonLeft @onready var color_pickers_2: Array[TrainColorPicker] = [$%ColorPicker7, $%ColorPicker8, $%ColorPicker9, $%ColorPicker10, $%ColorPicker11, $%ColorPicker12]
@onready var right_arrow: ArrowButton = $%ArrowButtonRight
@onready var treno: Node3D = $TrainViewportContainer/SubViewport/Treno @onready var treno: Node3D = $TrainViewportContainer/SubViewport/Treno
var selected_color: Color var selected_color: Color
var selected_color_index: int = 0
func _ready() -> void: func _ready() -> void:
for color_picker in color_pickers: for color_picker in color_pickers_1:
color_picker.pressed.connect(_on_color_selected.bind(color_picker)) color_picker.pressed.connect(_on_color_selected.bind(color_picker, 0))
color_picker.deselect() color_picker.deselect()
_set_selected_color(0) var init_idx_1 = GameState.save_data.train_color_1_index
_set_selected_color(init_idx_1, 0)
left_arrow.pressed.connect(_select_prev_color) for color_picker in color_pickers_2:
right_arrow.pressed.connect(_select_next_color) color_picker.pressed.connect(_on_color_selected.bind(color_picker, 1))
color_picker.deselect()
var init_idx_2 = GameState.save_data.train_color_2_index
_set_selected_color(init_idx_2, 1)
func _process(delta: float) -> void: func _process(delta: float) -> void:
if treno: if treno:
treno.rotation_degrees.y += 30.0 * delta treno.rotation_degrees.y += 30.0 * delta
func _set_selected_color(index: int) -> void: func _set_selected_color(index: int, material_index: int) -> void:
var color_pickers = color_pickers_1 if material_index == 0 else color_pickers_2
for i in range(color_pickers.size()): for i in range(color_pickers.size()):
if i == index: if i == index:
color_pickers[i].select() color_pickers[i].select()
selected_color_index = i
selected_color = color_pickers[i].color selected_color = color_pickers[i].color
_apply_train_color(selected_color) _apply_train_color(selected_color, material_index, index)
else: else:
color_pickers[i].deselect() color_pickers[i].deselect()
AchievementManager.is_unlocked("ACH_CHANGE_TRAIN_COLOR") func _on_color_selected(selected_color_picker: TrainColorPicker, material_index: int) -> void:
var color_pickers = color_pickers_1 if material_index == 0 else color_pickers_2
func _on_color_selected(selected_color_picker: TrainColorPicker) -> void:
for i in range(color_pickers.size()): for i in range(color_pickers.size()):
if color_pickers[i] == selected_color_picker: if color_pickers[i] == selected_color_picker:
_set_selected_color(i) _set_selected_color(i, material_index)
break break
func _select_prev_color() -> void: func _apply_train_color(color: Color, material_index: int, color_index: int = 0) -> void:
var next_index = (selected_color_index - 1 + color_pickers.size()) % color_pickers.size() var path = "res://tgcc/train/Color%s_train.tres" % ("1" if material_index == 0 else "2")
_set_selected_color(next_index) var mat: ShaderMaterial = load(path)
func _select_next_color() -> void:
var next_index = (selected_color_index + 1) % color_pickers.size()
_set_selected_color(next_index)
func _apply_train_color(color: Color) -> void:
var mat: ShaderMaterial = load("res://tgcc/train/Color1_train.tres")
if mat: if mat:
mat.set_shader_parameter("albedo_color", color) mat.set_shader_parameter("albedo_color", color)
if material_index == 0:
GameState.save_data.train_color_1 = color.to_html()
GameState.save_data.train_color_1_index = color_index
else:
GameState.save_data.train_color_2 = color.to_html()
GameState.save_data.train_color_2_index = color_index
GameState.save_game()