sugary-panda (#1)
Reviewed-on: #1 Co-authored-by: Bryce <bryce@brycecovertoperations.com> Co-committed-by: Bryce <bryce@brycecovertoperations.com>
This commit was merged in pull request #1.
This commit is contained in:
238
inventory/inventory_backpack/InventoryBackpack.gd
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238
inventory/inventory_backpack/InventoryBackpack.gd
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extends Control
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class_name InventoryBackpack
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signal overlay_show_requested
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signal overlay_hide_requested
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signal item_selected(item_id: String)
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signal returning_to_idle
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signal skip_action_requested
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enum State { IDLE, OPEN, SELECTED, ACQUIRE, REMOVE }
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var _state: State = State.IDLE
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var _animating: bool = false
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var _active_tween: Tween = null
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var _floating_item_color: Color = Color(1, 1, 1, 0)
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var _home_position: Vector2 = Vector2(0, 0)
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@onready var backpack_icon: ColorRect = $BackpackIcon
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@onready var floating_item: ColorRect = $FloatingItem
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@onready var animation_player: AnimationPlayer = $AnimationPlayer
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func _ready() -> void:
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_home_position = backpack_icon.position
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floating_item.modulate = Color(1, 1, 1, 0)
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floating_item.visible = false
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InventoryManager.item_acquired.connect(_on_item_acquired)
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InventoryManager.item_removed.connect(_on_item_removed)
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InventoryManager.inventory_changed.connect(_on_inventory_changed)
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_update_floating_item()
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func get_state() -> State:
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return _state
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func is_busy() -> bool:
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return _animating
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func _update_floating_item() -> void:
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if InventoryManager.selected_item:
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var def = InventoryManager.get_item_definition(InventoryManager.selected_item)
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if def:
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floating_item.visible = true
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floating_item.modulate = Color(1, 0.6, 0.2, 1)
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else:
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floating_item.visible = true
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floating_item.modulate = Color(0.8, 0.8, 0.8, 1)
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else:
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floating_item.visible = false
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func transition_to(new_state: State) -> void:
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if _animating and new_state != _state:
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_kill_tween()
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match new_state:
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State.IDLE:
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_transition_to_idle()
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State.OPEN:
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_transition_to_open()
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State.SELECTED:
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_transition_to_selected()
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State.ACQUIRE:
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_transition_to_acquire()
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State.REMOVE:
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_transition_to_remove()
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func _transition_to_idle() -> void:
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if _state == State.IDLE:
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return
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_set_state(State.IDLE)
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overlay_hide_requested.emit()
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backpack_icon.modulate = Color(1, 1, 1, 1)
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floating_item.visible = false
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var tween = create_tween().bind_node(self)
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_active_tween = tween
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_animating = true
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tween.tween_property(backpack_icon, "rotation", 0.0, 0.35).set_trans(Tween.TRANS_LINEAR)
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tween.tween_property(backpack_icon, "position", _home_position, 0.35).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
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tween.tween_callback(_on_transition_complete.bind(State.IDLE))
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func _transition_to_open() -> void:
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var can_open = _check_guards()
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if not can_open:
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if _state == State.IDLE:
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skip_action_requested.emit()
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return
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_set_state(State.OPEN)
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var tween = create_tween().bind_node(self)
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_active_tween = tween
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_animating = true
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tween.tween_property(backpack_icon, "rotation", PI / 4, 0.35).set_trans(Tween.TRANS_LINEAR)
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tween.tween_property(backpack_icon, "position", _home_position + Vector2(20, 20), 0.35).set_trans(Tween.TRANS_SINE).set_ease(Tween.EASE_IN)
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tween.tween_callback(_on_transition_complete.bind(State.OPEN))
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tween.tween_callback(overlay_show_requested.emit)
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func _transition_to_selected() -> void:
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if _state == State.SELECTED:
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return
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_set_state(State.SELECTED)
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_update_floating_item()
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var tween = create_tween().bind_node(self)
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_active_tween = tween
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_animating = true
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floating_item.visible = true
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floating_item.modulate = Color(1, 1, 1, 0)
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tween.tween_property(floating_item, "modulate", Color(1, 1, 1, 1), 0.5).set_trans(Tween.TRANS_LINEAR)
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tween.tween_callback(_on_transition_complete.bind(State.SELECTED))
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func _transition_to_acquire() -> void:
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if _state == State.ACQUIRE or _state == State.REMOVE:
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_kill_tween()
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_set_state(State.ACQUIRE)
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var tween = create_tween().bind_node(self)
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_active_tween = tween
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_animating = true
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backpack_icon.modulate = Color(1, 1, 1, 1)
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tween.tween_property(backpack_icon, "rotation", PI / 4, 0.35).set_trans(Tween.TRANS_LINEAR)
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tween.tween_callback(_start_acquire_item_anim)
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func _start_acquire_item_anim() -> void:
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var tween = create_tween().bind_node(self)
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_active_tween = tween
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floating_item.visible = true
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floating_item.modulate = Color(1, 1, 1, 0)
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floating_item.position = Vector2(backpack_icon.position.x - 20, backpack_icon.position.y - 40)
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tween.tween_property(floating_item, "modulate", Color(1, 1, 1, 1), 0.5).set_trans(Tween.TRANS_LINEAR)
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tween.tween_property(floating_item, "position", backpack_icon.position, 0.5).set_trans(Tween.TRANS_LINEAR)
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tween.tween_callback(_on_acquire_complete)
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func _on_acquire_complete() -> void:
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floating_item.visible = false
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transition_to(State.IDLE)
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func _transition_to_remove() -> void:
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if _state == State.ACQUIRE or _state == State.REMOVE:
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_kill_tween()
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_set_state(State.REMOVE)
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var tween = create_tween().bind_node(self)
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_active_tween = tween
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_animating = true
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backpack_icon.modulate = Color(1, 1, 1, 1)
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tween.tween_property(backpack_icon, "rotation", PI / 4, 0.35).set_trans(Tween.TRANS_LINEAR)
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tween.tween_callback(_start_remove_item_anim)
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func _start_remove_item_anim() -> void:
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var tween = create_tween().bind_node(self)
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_active_tween = tween
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floating_item.visible = true
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floating_item.modulate = Color(1, 1, 1, 1)
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floating_item.position = backpack_icon.position
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tween.tween_property(floating_item, "position", Vector2(backpack_icon.position.x - 20, backpack_icon.position.y - 80), 0.5).set_trans(Tween.TRANS_LINEAR)
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tween.parallel().tween_property(floating_item, "modulate", Color(1, 1, 1, 0), 0.5).set_trans(Tween.TRANS_LINEAR)
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tween.tween_callback(_on_remove_complete)
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func _on_remove_complete() -> void:
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floating_item.visible = false
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var was_selected = InventoryManager.selected_item != ""
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transition_to(State.IDLE)
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if was_selected:
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InventoryManager.clear_selection()
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func _set_state(new_state: State) -> void:
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_state = new_state
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func _check_guards() -> bool:
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var main_game = get_node_or_null("/root/Node2D")
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if not main_game:
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return true
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if main_game.is_script_running:
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return false
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var fade = get_node_or_null("/root/Node2D/SceneDisplay/Fade")
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if fade and fade.modulate.a > 0.5:
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return false
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return true
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func _kill_tween() -> void:
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if _active_tween:
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_active_tween.kill()
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_active_tween = null
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_animating = false
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func _on_transition_complete(completed_state: State) -> void:
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_animating = false
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_active_tween = null
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if completed_state == State.OPEN:
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pass
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elif completed_state == State.IDLE:
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returning_to_idle.emit()
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func _on_item_acquired(item_id: String) -> void:
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if _state == State.IDLE:
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transition_to(State.ACQUIRE)
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func _on_item_removed(item_id: String) -> void:
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if _state == State.IDLE:
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if InventoryManager.selected_item == item_id:
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InventoryManager.clear_selection()
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_update_floating_item()
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transition_to(State.REMOVE)
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else:
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transition_to(State.REMOVE)
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elif _state == State.SELECTED and InventoryManager.selected_item == item_id:
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InventoryManager.clear_selection()
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_update_floating_item()
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transition_to(State.REMOVE)
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func _on_inventory_changed() -> void:
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_update_floating_item()
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func _gui_input(event: InputEvent) -> void:
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print("[BACKPACK] _gui_input: %s, state=%s" % [event, State.keys()[_state]])
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if event is InputEventMouseButton and event.pressed and event.button_index == 1:
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if _state == State.IDLE:
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print("[BACKPACK] transitioning to OPEN")
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transition_to(State.OPEN)
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elif _state == State.OPEN:
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print("[BACKPACK] transitioning to IDLE")
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transition_to(State.IDLE)
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func _notification(what: int) -> void:
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if what == NOTIFICATION_PREDELETE:
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_kill_tween()
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