mirror of
https://github.com/Relintai/broken_seals.git
synced 2024-12-28 13:27:10 +01:00
150 lines
4.4 KiB
GDScript
150 lines
4.4 KiB
GDScript
extends Control
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# Copyright (c) 2019-2021 Péter Magyar
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#
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# Permission is hereby granted, free of charge, to any person obtaining a copy
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# of this software and associated documentation files (the "Software"), to deal
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# in the Software without restriction, including without limitation the rights
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# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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# copies of the Software, and to permit persons to whom the Software is
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# furnished to do so, subject to the following conditions:
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#
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# The above copyright notice and this permission notice shall be included in all
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# copies or substantial portions of the Software.
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#
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# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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# SOFTWARE.
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var opener_button : BaseButton
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export(PackedScene) var inventory_item_scene : PackedScene
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export(NodePath) var inventory_item_container_path : NodePath
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export(NodePath) var item_tooltip_path : NodePath
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export(Array, NodePath) var inventory_slots : Array
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var _inventory_slots : Array
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var _inventory_item_container : Node
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var _tooltip : Popup
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var _player : Entity = null
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var _bag : Bag = null
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func _ready() -> void:
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_inventory_item_container = get_node(inventory_item_container_path)
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_tooltip = get_node(item_tooltip_path)
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for np in inventory_slots:
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var es : Control = get_node(np) as Control
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es.set_tooltip_node(_tooltip)
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_inventory_slots.append(es)
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connect("visibility_changed", self, "on_visibility_changed")
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func set_player(p_player: Entity) -> void:
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if _player != null:
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_player.disconnect("cbag_changed", self, "cbag_changed")
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_player.disconnect("equip_con_success", self, "equip_con_success")
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for ie in _inventory_item_container.get_children():
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ie.queue_free()
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_player = p_player
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_player.connect("cbag_changed", self, "cbag_changed")
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_player.connect("equip_con_success", self, "equip_con_success")
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cbag_changed(_player, _player.cbag)
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for np in _inventory_slots:
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np.set_player(_player)
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refresh_bags()
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func refresh_bags() -> void:
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if _bag == null:
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return
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if not visible:
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return
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# if _bag.size == _inventory_item_container.get_child_count():
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# return
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for ie in _inventory_item_container.get_children():
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ie.queue_free()
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for i in range(_bag.get_size()):
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var n : Node = inventory_item_scene.instance()
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_inventory_item_container.add_child(n)
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n.owner = _inventory_item_container
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n.set_slot_id(i)
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n.set_tooltip_node(_tooltip)
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n.set_player(_player)
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n.set_item_instance(_bag.get_item(i))
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func cbag_changed(entity: Entity, bag: Bag) -> void:
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if _bag != null:
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_bag.disconnect("size_changed", self, "bag_size_changed")
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_bag.disconnect("item_added", self, "bag_item_added")
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_bag.disconnect("item_count_changed", self, "item_count_changed")
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_bag.disconnect("item_removed", self, "item_removed")
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_bag.disconnect("item_swapped", self, "item_swapped")
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_bag = entity.cbag
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if _bag == null:
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return
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_bag.connect("size_changed", self, "bag_size_changed")
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_bag.connect("item_added", self, "bag_item_added")
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_bag.connect("item_count_changed", self, "item_count_changed")
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_bag.connect("item_removed", self, "item_removed")
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_bag.connect("item_swapped", self, "item_swapped")
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# overburden_removed(bag: Bag)
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# overburdened(bag: Bag)
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func bag_size_changed(bag: Bag) -> void:
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refresh_bags()
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func bag_item_added(bag: Bag, item: ItemInstance, slot_id: int) -> void:
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refresh_bags()
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func item_count_changed(bag: Bag, item: ItemInstance, slot_id: int) -> void:
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refresh_bags()
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func item_removed(bag: Bag, item: ItemInstance, slot_id: int) -> void:
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refresh_bags()
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func item_swapped(bag: Bag, item1_slot : int, item2_slot: int) -> void:
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refresh_bags()
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func equip_con_success(entity, equip_slot, item, old_item, bag_slot) -> void:
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refresh_bags()
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func on_visibility_changed():
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refresh_bags()
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if opener_button:
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if visible && !opener_button.pressed:
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opener_button.pressed = true
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return
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if !visible && opener_button.pressed:
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opener_button.pressed = false
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func _on_button_toggled(button_pressed):
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if button_pressed:
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if !visible:
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show()
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else:
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if visible:
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hide()
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