extends Control # Copyright (c) 2019-2020 Péter Magyar # # Permission is hereby granted, free of charge, to any person obtaining a copy # of this software and associated documentation files (the "Software"), to deal # in the Software without restriction, including without limitation the rights # to use, copy, modify, merge, publish, distribute, sublicense, and/or sell # copies of the Software, and to permit persons to whom the Software is # furnished to do so, subject to the following conditions: # # The above copyright notice and this permission notice shall be included in all # copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR # IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, # FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE # AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER # LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, # OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE # SOFTWARE. export(PackedScene) var entry_scene : PackedScene export(NodePath) var container_path : NodePath var container : Node var player : Entity var target_bag : Bag func _ready(): get_node("../../../").loot_window = self container = get_node(container_path) connect("visibility_changed", self, "on_visibility_changed") if entry_scene == null: Logger.error("LootWindow: entry_scene is null") func refresh(): for child in container.get_children(): child.queue_free() if target_bag == null: return for i in range(target_bag.get_size()): var ii : ItemInstance = target_bag.get_item(i) if ii: var e : Node = entry_scene.instance() container.add_child(e) e.owner = container e.set_item(i, ii, player) func set_player(p_player : Entity) -> void: player = p_player player.connect("ctarget_bag_changed", self, "ctarget_bag_changed") player.connect("onc_open_winow_request", self, "onc_open_loot_winow_request") func on_player_moved(): if visible: hide() func on_visibility_changed(): if visible: refresh() else: if target_bag != null: target_bag.disconnect("item_removed", self, "on_item_removed") target_bag = null func on_item_removed(bag: Bag, item: ItemInstance, slot_id: int) -> void: refresh() func ctarget_bag_changed(entity: Entity, bag: Bag) -> void: if target_bag != null: target_bag.disconnect("item_removed", self, "on_item_removed") target_bag = null target_bag = bag if target_bag == null: return target_bag.connect("item_removed", self, "on_item_removed") func onc_open_loot_winow_request(window_id) -> void: if window_id != EntityEnums.ENTITY_WINDOW_LOOT: return show() if player.has_signal("player_moved") && !player.is_connected("player_moved", self, "on_player_moved"): player.connect("player_moved", self, "on_player_moved", [], CONNECT_ONESHOT)