Weighted character selection

This commit is contained in:
2024-06-14 15:33:36 -04:00
parent ee6fa21177
commit 082b1353bc
36 changed files with 2914 additions and 160 deletions

View File

@@ -25,7 +25,7 @@ func load_character_buttons():
for character in MemberDatabase.character_data["members"]:
#print("iterating through data")
if character["isObtained"] ==true:
print ("Created character:", character["name"])
print ("Found character:", character["name"])
var button = create_character_button(character)
add_child(button)
else:
@@ -36,7 +36,7 @@ func load_character_buttons():
func create_character_button(member: Dictionary) -> TextureButton:
var button = TextureButton.new()
#Loads the texture specified in the memberData sheet
if member.has("texturePath"):
if FileAccess.file_exists(member["texturePath"]):
button.texture_normal = load(member["texturePath"])
else:
button.texture_normal = preload("res://Images/Members/Soldier.png") # Use a default texture if none is specified
@@ -80,7 +80,7 @@ func _on_button_pressed(button: TextureButton, member: Dictionary):
##print("Button pressed: ", button.name)
var selected_texture = button.texture_normal
var texture = button.texture_normal
#var texture = button.texture_normal
# Logic to determine which target button to update (this can be based on user selection or some other logic)
# For this example, we'll update the first available slot
update_global_texture_singleton(selected_texture)