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extends Control
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@onready var _global_scn = get_node("/root/Global")
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const Response = preload("../util/Response.gd")
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# Called when the node enters the scene tree for the first time.
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func _ready():
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if _global_scn.user_name:
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Dialogic.VAR.user = _global_scn.user_name
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var dojo : Dictionary = await _global_scn.get_dojo()
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if not dojo.is_empty():
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Dialogic.VAR.dojo = dojo['name']
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var user : Dictionary = await _global_scn.get_user()
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if user.has("properties") and user["properties"] is Dictionary:
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var properties: Dictionary = user["properties"]
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Dialogic.VAR.bg.clan = properties.get("bg.clan", "")
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Dialogic.VAR.bg.community = properties.get("bg.community", "")
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Dialogic.VAR.bg.country = properties.get("bg.country", "")
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Dialogic.VAR.bg.username = properties.get("bg.username", "")
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Dialogic.signal_event.connect(_on_dialogic_signal)
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Dialogic.start("res://timelines/new_player_wizard.dtl")
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(_delta):
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pass
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func _on_dialogic_signal(argument:String):
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Dialogic.paused = true
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if argument == "create_dojo":
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var result: Response = await _global_scn.create_dojo(Dialogic.VAR.newdojo)
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if result.status == OK:
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Dialogic.VAR.dojo = Dialogic.VAR.newdojo
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else:
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print_debug("%s failed: %s - %s" % [argument, result.code, result.data])
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elif argument == "update_preferences":
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var result: Response = await _global_scn.update_user_preferences({
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"bg.clan": Dialogic.VAR.bg.clan,
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"bg.community": Dialogic.VAR.bg.community,
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"bg.country": Dialogic.VAR.bg.country,
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"bg.username": Dialogic.VAR.bg.username
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})
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if result.status == OK:
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print_debug("Update preferences was successful!")
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else:
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print_debug("Update preferences failed: %s - %s" % [result.code, result.data])
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elif argument == "the_end":
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return
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Dialogic.paused = false
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