Updated save function
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@ -1,6 +1,6 @@
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-- Common code for handling customizable card upgrade sheets
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-- Define UI elements in the base card file, then include this
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-- UI element definition is an array of tables, each with this structure. A row may include
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-- UI element definition is an array of tables, each with this structure. A row may include
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-- checkboxes (number defined by count), a text field, both, or neither (if the row has custom
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-- handling, as Living Ink does)
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-- {
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@ -19,18 +19,16 @@
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-- selectedUpgrades holds the state of checkboxes and text input, each element being:
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-- selectedUpgrades[row] = { xp = #, text = "" }
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local playermatApi = require("playermat/PlayermatApi")
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local playermatApi = require("playermat/PlayermatApi")
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-- Y position for UI elements. Visibility of checkboxes moves the checkbox inside the card object
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-- when not selected.
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local Y_VISIBLE = 0.25
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local Y_INVISIBLE = -0.5
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-- Y position for UI elements
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local Y_VISIBLE = 0.25
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-- Variable to check whether UI finished loading
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local isLoading = true
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local isLoading = true
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-- Used for Summoned Servitor and Living Ink
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local VECTOR_COLOR = {
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local VECTOR_COLOR = {
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unselected = { 0.5, 0.5, 0.5, 0.75 },
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mystic = { 0.597, 0.195, 0.796 }
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}
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@ -38,17 +36,11 @@ local VECTOR_COLOR = {
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-- These match with ArkhamDB's way of storing the data in the dropdown menu
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local SUMMONED_SERVITOR_SLOT_INDICES = { arcane = "1", ally = "0", none = "" }
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local rowCheckboxFirstIndex = { }
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local rowInputIndex = { }
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local selectedUpgrades = { }
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local rowCheckboxFirstIndex = {}
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local selectedUpgrades = {}
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-- save state when going into bags / decks
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function onDestroy() self.script_state = onSave() end
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function onSave()
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return JSON.encode({
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selections = selectedUpgrades
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})
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function updateSave()
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self.script_state = JSON.encode({ selections = selectedUpgrades })
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end
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-- Startup procedure
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@ -106,7 +98,8 @@ function isUpgradeActive(row)
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end
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function resetSelections()
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selectedUpgrades = { }
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selectedUpgrades = {}
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updateSave()
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updateDisplay()
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end
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@ -159,12 +152,6 @@ end
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function createRowTextField(rowIndex)
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local textField = customizations[rowIndex].textField
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rowInputIndex[rowIndex] = 0
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local previousInputs = self.getInputs()
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if previousInputs ~= nil then
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rowInputIndex[rowIndex] = #previousInputs
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end
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local funcName = "textbox" .. rowIndex
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local func = function(player, value) clickTextbox(rowIndex, value) end
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self.setVar(funcName, func)
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@ -195,7 +182,7 @@ function translatePosition(posX, posZ)
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-- position values are made strings to be usabled by the XML, height (z) is always -22
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local translatedPosX = tostring(posX * -100)
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local translatedPosY = tostring(posZ * 100)
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local combinedPos = translatedPosX .. " " .. translatedPosY .. " " .. -22
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local combinedPos = translatedPosX .. " " .. translatedPosY .. " -22"
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return combinedPos
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end
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@ -236,7 +223,6 @@ function updateCheckboxes(rowIndex)
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end
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function updateTextField(rowIndex)
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local inputIndex = rowInputIndex[rowIndex]
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if selectedUpgrades[rowIndex] ~= nil and selectedUpgrades[rowIndex].text ~= nil then
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waitForUILoad(rowIndex, "text", selectedUpgrades[rowIndex].text)
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end
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@ -248,15 +234,13 @@ function waitForUILoad(id, attribute, value)
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function()
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Wait.frames(
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function()
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isLoading = false;
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isLoading = false
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self.UI.setAttribute(id, attribute, value)
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end,
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1
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)
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end,
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function()
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return not self.UI.loading
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end
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function() return not self.UI.loading end
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)
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else
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self.UI.setAttribute(id, attribute, value)
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@ -265,7 +249,7 @@ end
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function clickCheckbox(row, col)
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if selectedUpgrades[row] == nil then
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selectedUpgrades[row] = { }
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selectedUpgrades[row] = {}
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selectedUpgrades[row].xp = 0
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end
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if selectedUpgrades[row].xp == col then
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@ -274,16 +258,18 @@ function clickCheckbox(row, col)
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selectedUpgrades[row].xp = col
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end
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updateCheckboxes(row)
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updateSave()
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playermatApi.syncAllCustomizableCards()
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end
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-- Updates saved value for given text box when it loses focus
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function clickTextbox(rowIndex, value)
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if selectedUpgrades[rowIndex] == nil then
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selectedUpgrades[rowIndex] = { }
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selectedUpgrades[rowIndex] = {}
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end
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selectedUpgrades[rowIndex].text = value:gsub("^%s*(.-)%s*$", "%1")
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-- Editing isn't actually done yet, and will block the update. Wait a frame so it's finished
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updateSave()
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-- Editing isn't actually done yet, and will block the update. Wait a frame so it's finished
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Wait.frames(function() updateRowDisplay(rowIndex) end, 1)
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end
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@ -352,12 +338,13 @@ function updateSelectedLivingInkSkillText()
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skillString = skillString .. "agility" .. ","
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end
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if selectedUpgrades[1] == nil then
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selectedUpgrades[1] = { }
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selectedUpgrades[1] = {}
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end
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selectedUpgrades[1].text = skillString
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updateSave()
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end
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-- Refresh the vector circles indicating a skill is selected. Since we can only have one table of
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-- Refresh the vector circles indicating a skill is selected. Since we can only have one table of
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-- vectors set, have to refresh all 4 at once
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function maybeUpdateLivingInkSkillDisplay()
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if selfId ~= "09079-c" then return end
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@ -419,26 +406,28 @@ end
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-- toggles the clicked slot
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function clickArcane()
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if selectedUpgrades[6] == nil then
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selectedUpgrades[6] = { }
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selectedUpgrades[6] = {}
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end
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if selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.arcane then
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selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.none
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else
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selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.arcane
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end
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updateSave()
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maybeUpdateServitorSlotDisplay()
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end
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-- toggles the clicked slot
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function clickAlly()
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if selectedUpgrades[6] == nil then
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selectedUpgrades[6] = { }
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selectedUpgrades[6] = {}
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end
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if selectedUpgrades[6].text == SUMMONED_SERVITOR_SLOT_INDICES.ally then
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selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.none
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else
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selectedUpgrades[6].text = SUMMONED_SERVITOR_SLOT_INDICES.ally
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end
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updateSave()
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maybeUpdateServitorSlotDisplay()
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end
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@ -446,7 +435,7 @@ end
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function maybeUpdateServitorSlotDisplay()
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if selfId ~= "09080-c" then return end
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local center = SLOT_ICON_POSITIONS["arcane"]
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local center = SLOT_ICON_POSITIONS["arcane"]
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local arcaneVecList = {
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Vector(center.x + 0.12, Y_VISIBLE, center.z + 0.05),
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Vector(center.x - 0.12, Y_VISIBLE, center.z + 0.05),
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@ -455,7 +444,7 @@ function maybeUpdateServitorSlotDisplay()
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Vector(center.x + 0.12, Y_VISIBLE, center.z + 0.05),
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}
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center = SLOT_ICON_POSITIONS["ally"]
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center = SLOT_ICON_POSITIONS["ally"]
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local allyVecList = {
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Vector(center.x + 0.07, Y_VISIBLE, center.z + 0.05),
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Vector(center.x - 0.07, Y_VISIBLE, center.z + 0.05),
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