Extension-Druid/example/examples/grid/grid_animations/grid_animations.gui_script
2021-05-30 11:50:37 +03:00

66 lines
1.8 KiB
Lua

local druid = require("druid.druid")
local function add_element(self)
-- Limit up to 10 nodes in this example
if #self.grid.nodes >= 10 then
return
end
-- Make new element to insert into the grid
local nodes = gui.clone_tree(self.prefab)
gui.set_enabled(nodes["prefab"], true)
self.grid:add(nodes["prefab"])
gui.set_text(nodes["prefab_text"], #self.grid.nodes)
-- Animate new element after _grid:add_
-- Note, what Grid component take care of node position, so we can't
-- animate position of the root node. We need insert one more anchor node to make
-- it possible. In this example it is "prefab_icon"
gui.animate(nodes["prefab_icon"], "position.y", 20, gui.EASING_OUTSINE, 0.4, 0, nil, gui.PLAYBACK_ONCE_BACKWARD)
gui.animate(nodes["prefab_icon"], "color.w", 0, gui.EASING_OUTSINE, 0.3, 0, nil, gui.PLAYBACK_ONCE_BACKWARD)
end
local function remove_element(self)
if #self.grid.nodes > 0 then
local root = self.grid:remove(#self.grid.nodes)
-- We should instant remove element from the grid, but node itself delete after the animation
gui.animate(root, "color.w", 0, gui.EASING_OUTSINE, 0.2, 0, function()
gui.delete_node(root)
end)
end
end
function init(self)
self.druid = druid.new(self)
self.grid = self.druid:new_static_grid("grid", "prefab", 5)
self.prefab = gui.get_node("prefab")
gui.set_enabled(self.prefab, false)
self.druid:new_button("button_add/button", add_element)
self.druid:new_button("button_remove/button", remove_element)
end
function final(self)
self.druid:final()
end
function update(self, dt)
self.druid:update(dt)
end
function on_message(self, message_id, message, sender)
self.druid:on_message(message_id, message, sender)
end
function on_input(self, action_id, action)
return self.druid:on_input(action_id, action)
end