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ActionUIData

Inherits: Control < CanvasItem < Node < Object

No description provided.

Overview

Properties Index

Node

action_buttons

null

Vector2

display_offset

Vector2()

int

facing

-1

Fighter

fighter

null

CharacterState

state

null

Methods Index

void

_ready()

void

fighter_update()

Dictionary

get_data()

int

get_facing()

void

init()

void

on_button_selected()

void

on_data_changed()

void

on_opponent_button_selected(button: Node)

void

set_facing(facing: int)


Signals

data_changed() 🔗

Emitted when the player changes selections made in this ^ActionUIData scene. See ^_ready()

The game listens to this signal and restarts the prediction when it is emitted.


Property Descriptions

Node action_buttons = null 🔗

Direct reference to the Action Menu


Vector2 display_offset = Vector2() 🔗

Unused.


int facing = -1 🔗

Unused, use ^set_facing() and ^get_facing() instead


Fighter fighter = null 🔗

Direct reference to the ^Fighter object this ^ActionUIData belongs to.


CharacterState state = null 🔗

No description provided.


Method Descriptions

void _ready() 🔗

Called when this node and it’s child nodes are “ready”. See ^Node._ready() . Connects the data_changed signal of all child nodes to this nodes ^data_changed() signal.


void fighter_update() 🔗

Called by the Action Menu at the start of each turn, and when another state is selected that isn’t the one that owns this ^ActionUIData .

The method is empty by default and should be overridden to have any effect.


Dictionary get_data() 🔗

Called by the Action Menu when the player has locked in their selection, or when the prediction resets after ^data_changed() is emitted.

The returned ^Dictionary is provided to the state that owns this ^ActionUIData and is available in it’s script via it’s ^StateInterface.data variable during the states execution.

By default, depending on how many child nodes this ^ActionUIData contains, the data returned is either the data from the child nodes ^get_data() function directly if there is only one child, or if there are two or more children it will be a ^Dictionary of each child nodes ^get_data() values organized by child nodes names.

# Example for one 8Way child
data["x"] # or data.x
data["y"] # or data.y

# Example for an 8Way named "Direction" and a Slider named "Distance"
data["Direction"]["x"] # or data.Direction.x\ndata["Direction"]["y"] # or data.Direction.y
data["Distance"]["x"] # or data.Distance.x

int get_facing() 🔗

Returns the value of the ^get_facing() function of the first child node that has it.


void init() 🔗

Calls the ^init() function of all child nodes that have it.


void on_button_selected() 🔗

Called by the Action Menu when the player selects the state that owns this ^ActionUIData .

The method is empty by default and should be overridden to have any effect.


void on_data_changed() 🔗

No description provided.


void on_opponent_button_selected(button: Node) 🔗

Called by the Action Menu when the player selects a state for the opponent prediction, while the state that owns this ^ActionUIData is selected. button is a direct reference to the ^ActionUIData selected.

The method is empty by default and should be overridden to have any effect.


void set_facing(facing: int) 🔗

Called by the Action Menu at the start of each turn, providing the facing int (1 if right, -1 if left) of the ^Fighter . Calls the ^set_facing() function of all child nodes that have it.