DungeonCrawler/skill_panel.gd
Andre d029a37e7f Drag & Drop Aktionsleiste und Fähigkeiten-Panel
- Alle Aktionsleisten-Slots frei belegbar (Skills + Consumables)
- Drag & Drop: Items/Skills zwischen Slots verschieben oder rausziehen
- Gelber Highlight-Rand beim Hover über Slots während Drag
- Drag-Icon auf eigener CanvasLayer (Layer 200) für korrektes Z-Order
- Fähigkeiten-Panel (P-Taste): Listet alle Skills, per Drag auf Leiste ziehen
- Skills als Strings in action_bar_items gespeichert (generisches System)
- Cooldown-Anzeige generisch für alle Slot-Typen
- Bugfix: theme_override_constants und Tooltip-Typen in LootWindow

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-15 21:03:34 +01:00

120 lines
3.6 KiB
GDScript

# SkillPanel.gd
# Zeigt alle verfügbaren Fähigkeiten an, von hier aus auf Aktionsleiste ziehen
extends CanvasLayer
var panel_visible = false
var player = null
# Drag State
var dragging = false
var drag_skill_id: String = ""
var drag_icon: TextureRect = null
@onready var panel = $Panel
@onready var skill_list = $Panel/VBoxContainer/ScrollContainer/SkillList
func _ready():
panel.visible = false
func setup(p):
player = p
func toggle():
panel_visible = !panel_visible
panel.visible = panel_visible
if panel_visible:
_refresh_skills()
func _refresh_skills():
if player == null:
return
for child in skill_list.get_children():
child.queue_free()
for skill in player.available_skills:
var hbox = HBoxContainer.new()
hbox.add_theme_constant_override("separation", 8)
# Icon
var icon_rect = TextureRect.new()
var tex = load(skill["icon"])
if tex:
icon_rect.texture = tex
icon_rect.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL
icon_rect.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
icon_rect.custom_minimum_size = Vector2(36, 36)
icon_rect.mouse_filter = Control.MOUSE_FILTER_IGNORE
hbox.add_child(icon_rect)
# Name + Beschreibung
var label = Label.new()
label.text = skill["name"]
label.add_theme_font_size_override("font_size", 14)
label.size_flags_horizontal = Control.SIZE_EXPAND_FILL
label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
label.mouse_filter = Control.MOUSE_FILTER_IGNORE
hbox.add_child(label)
# Tooltip
hbox.tooltip_text = skill["name"] + "\n" + skill["description"]
hbox.custom_minimum_size = Vector2(0, 40)
hbox.mouse_filter = Control.MOUSE_FILTER_STOP
# Drag starten bei Linksklick
var skill_id = skill["id"]
var skill_icon_path = skill["icon"]
hbox.gui_input.connect(_on_skill_input.bind(skill_id, skill_icon_path))
skill_list.add_child(hbox)
func _on_skill_input(event: InputEvent, skill_id: String, icon_path: String):
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
_start_drag(skill_id, icon_path)
func _start_drag(skill_id: String, icon_path: String):
dragging = true
drag_skill_id = skill_id
var tex = load(icon_path)
drag_icon = TextureRect.new()
drag_icon.texture = tex
drag_icon.custom_minimum_size = Vector2(40, 40)
drag_icon.size = Vector2(40, 40)
drag_icon.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL
drag_icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
drag_icon.mouse_filter = Control.MOUSE_FILTER_IGNORE
var drag_layer = CanvasLayer.new()
drag_layer.name = "DragLayer"
drag_layer.layer = 200
drag_layer.add_child(drag_icon)
get_tree().root.add_child(drag_layer)
drag_icon.position = get_viewport().get_mouse_position() - Vector2(20, 20)
if player and player.hud:
player.hud.set_drag_active(true)
func _process(_delta):
if dragging and drag_icon:
drag_icon.position = get_viewport().get_mouse_position() - Vector2(20, 20)
if player and player.hud:
player.hud.update_drag_hover(get_viewport().get_mouse_position())
func _input(event):
if not dragging:
return
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and not event.pressed:
_end_drag()
func _end_drag():
if not dragging:
return
if player and player.hud:
var slot_index = player.hud.get_slot_at_position(get_viewport().get_mouse_position())
if slot_index >= 0 and slot_index <= 8 and drag_skill_id != "":
player.assign_skill_to_action_bar(slot_index, drag_skill_id)
player.hud.set_drag_active(false)
if drag_icon:
var drag_layer = drag_icon.get_parent()
drag_layer.queue_free()
drag_icon = null
dragging = false
drag_skill_id = ""