Add new entity and item definitions, refactor related code

- Introduced new CSV files for entities and items, defining various properties and characteristics.
- Refactored the stage.gd script to handle item selection and descriptions instead of entities.
- Updated item button script to reflect changes in item properties and signals.
- Created a new entity.gd script to define the OwniverseEntity class with initialization and parsing methods.
- Modified owniverse.gd to initialize entities from the new definitions.
- Adjusted versioning in export presets and project files to reflect recent changes.
This commit is contained in:
Kirill
2026-04-08 00:23:22 +03:00
parent 41977692a5
commit fc86261a9d
11 changed files with 357 additions and 193 deletions
+11 -13
View File
@@ -1,7 +1,7 @@
extends Control
class_name OwniverseEntity
class_name OwniverseItem
signal entity_activated(entity)
signal item_activated(item)
const ENTITY_WIDTH = 216
const ENTITY_HEIGHT = 256
@@ -11,10 +11,10 @@ const ENTITY_HEIGHT = 256
@onready var description: Label = $Description
@onready var selection: TextureRect = $Selection
@export var entity_name: String = ""
@export var entity_id: String = ""
@export var entity_page: int = -1
@export var sub_page: int = -1
var item_id: String = ""
var item_name: String = ""
var item_page: int = -1
var item_sub_page: int = -1
func set_selection(flag: bool) -> void:
@@ -25,16 +25,14 @@ func init_button(properties: Dictionary):
var image_path = "res://" + properties.image + properties.name + ".png"
texture_button.texture_normal = load(image_path)
position = Vector2i(int(properties.col) * ENTITY_WIDTH, int(properties.row) * ENTITY_HEIGHT)
entity_id = properties.id
entity_name = properties.name
entity_page = int(properties.page)
sub_page = int(properties.sub_page)
item_id = properties.id
item_name = properties.name
item_page = int(properties.page)
item_sub_page = int(properties.sub_page)
name = properties.id
set_selection(false)
#print(properties)
func _on_button_up() -> void:
set_selection(true)
entity_activated.emit(self)
#Texture_button.texture_normal = load("res://UI/0-Forces/Inflatin.png")
item_activated.emit(self)