extends PanelContainer # Copyright (c) 2019 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 inventory_item_scene : PackedScene export(NodePath) var inventory_item_container_path : NodePath export(NodePath) var item_tooltip_path : NodePath export(Array, NodePath) var inventory_slots : Array var _inventory_slots : Array var _inventory_item_container : Node var _tooltip : Popup var _player : Entity = null var _bag : Bag = null func _ready() -> void: _inventory_item_container = get_node(inventory_item_container_path) _tooltip = get_node(item_tooltip_path) for np in inventory_slots: var es : Control = get_node(np) as Control es.set_tooltip_node(_tooltip) _inventory_slots.append(es) connect("visibility_changed", self, "on_visibility_changed") func set_player(p_player: Entity) -> void: if _player != null: _player.disconnect("cbag_changed", self, "cbag_changed") for ie in _inventory_item_container.get_children(): ie.queue_free() _player = p_player _player.connect("cbag_changed", self, "cbag_changed") cbag_changed(_player, _player.cbag) for np in _inventory_slots: np.set_player(_player) refresh_bags() func refresh_bags() -> void: if _bag == null: return if not visible: return # if _bag.size == _inventory_item_container.get_child_count(): # return for ie in _inventory_item_container.get_children(): ie.queue_free() for i in range(_bag.get_size()): var n : Node = inventory_item_scene.instance() _inventory_item_container.add_child(n) n.owner = _inventory_item_container n.set_slot_id(i) n.set_tooltip_node(_tooltip) n.set_player(_player) n.set_item_instance(_bag.get_item(i)) func cbag_changed(entity: Entity, bag: Bag) -> void: if _bag != null: _bag.disconnect("size_changed", self, "bag_size_changed") _bag.disconnect("item_added", self, "bag_item_added") _bag.disconnect("item_count_changed", self, "item_count_changed") _bag.disconnect("item_removed", self, "item_removed") _bag.disconnect("item_swapped", self, "item_swapped") _bag = entity.cbag if _bag == null: return _bag.connect("size_changed", self, "bag_size_changed") _bag.connect("item_added", self, "bag_item_added") _bag.connect("item_count_changed", self, "item_count_changed") _bag.connect("item_removed", self, "item_removed") _bag.connect("item_swapped", self, "item_swapped") # overburden_removed(bag: Bag) # overburdened(bag: Bag) func bag_size_changed(bag: Bag) -> void: refresh_bags() func bag_item_added(bag: Bag, item: ItemInstance, slot_id: int) -> void: refresh_bags() func item_count_changed(bag: Bag, item: ItemInstance, slot_id: int) -> void: refresh_bags() func item_removed(bag: Bag, item: ItemInstance, slot_id: int) -> void: refresh_bags() func item_swapped(bag: Bag, item1_slot : int, item2_slot: int) -> void: refresh_bags() func on_visibility_changed() -> void: refresh_bags()