Compare commits
4 Commits
sugary-pan
...
35c2887011
| Author | SHA1 | Date | |
|---|---|---|---|
| 35c2887011 | |||
| 5b2670f08c | |||
| 8661fbad15 | |||
| 975b51a2b5 |
@@ -1,6 +1,6 @@
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extends Node
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enum Action { WALK = 0, LOOK = 1, TOUCH = 2, TALK = 3 }
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enum Action { WALK = 0, LOOK = 1, TOUCH = 2, TALK = 3, ITEM = 4 }
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var current_action: int = Action.WALK:
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set(value):
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@@ -22,6 +22,7 @@ func get_action_name() -> String:
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Action.LOOK: return "look"
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Action.TOUCH: return "touch"
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Action.TALK: return "talk"
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Action.ITEM: return "item"
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return "walk"
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func get_action_enum() -> int:
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@@ -476,5 +476,54 @@ func switch_camera(path):
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func reset_camera():
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var thing = ResetCamera.new()
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return thing
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class GiveItem:
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extends ScriptNode
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var item_id: String = ""
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var text: String = ""
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var subject: Node2D = null
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var done = false
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var started = false
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func step_type():
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return "GiveItem " + item_id
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func init(scene):
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super(scene)
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func do(delta):
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if not started:
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started = true
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if text:
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await scene.find_child("dialogue").say(text)
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InventoryManager.acquire_item(item_id)
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done = true
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func is_done():
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return done
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func interrupt():
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done = true
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class GiveItemDeferred:
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extends GiveItem
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var subject_name: String = ""
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func init(scene):
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super(scene)
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subject = scene.get_node(subject_name)
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func give_item(item_id: String, text: String = ""):
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var step = GiveItem.new()
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step.item_id = item_id
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step.text = text
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return step
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func give_item_deferred(item_id: String, subject_name: String, text: String = ""):
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var step = GiveItemDeferred.new()
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step.item_id = item_id
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step.subject_name = subject_name
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step.text = text
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return step
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var current_script : ScriptGraph = null
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14
MainGame.gd
14
MainGame.gd
@@ -78,5 +78,15 @@ func _input(event):
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if event.is_action_released("quit"):
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get_tree().quit()
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if event.is_action_released("right_click") and not is_cursor_locked:
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ActionState.current_action = (ActionState.current_action + 1) % 4
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Input.set_custom_mouse_cursor(cursors[ActionState.current_action], Input.CursorShape.CURSOR_ARROW, Vector2(0,0))
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var prev_action = ActionState.current_action
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ActionState.current_action = (ActionState.current_action + 1) % 5
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if ActionState.current_action == ActionState.Action.ITEM:
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if InventoryManager.selected_item:
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Input.set_custom_mouse_cursor(cursors[ActionState.current_action], Input.CursorShape.CURSOR_ARROW, Vector2(0,0))
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else:
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ActionState.current_action = (ActionState.current_action + 1) % 5
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Input.set_custom_mouse_cursor(cursors[ActionState.current_action], Input.CursorShape.CURSOR_ARROW, Vector2(0,0))
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else:
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if prev_action == ActionState.Action.ITEM:
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InventoryManager.clear_selection()
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Input.set_custom_mouse_cursor(cursors[ActionState.current_action], Input.CursorShape.CURSOR_ARROW, Vector2(0,0))
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46
Scene.gd
46
Scene.gd
@@ -128,7 +128,12 @@ func _unhandled_input(event):
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if ScriptBuilder.current_script and not ScriptBuilder.current_script.can_interrupt:
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if ScriptBuilder.current_script.handle_input(event):
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return
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# Block input when inventory overlay is active
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var overlay = get_node_or_null("/root/Node2D/InventoryOverlay")
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if overlay and overlay is InventoryOverlay and overlay.is_active():
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return
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var root = get_node("/root/Node2D")
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# If look cursor is active and we got here, no SetPiece handled the input
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# so this is a room-wide look
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@@ -138,7 +143,46 @@ func _unhandled_input(event):
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if ActionState.current_action == ActionState.Action.WALK:
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var path = NavigationServer2D.map_get_path(map, ego.position, pathfind.to_local(get_global_mouse_position()), true)
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start_main_script(ScriptBuilder.init(ScriptBuilder.walk_path(ego, path)).can_interrupt().build(self, "_on_script_complete"))
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if ActionState.current_action == ActionState.Action.ITEM:
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_on_item_use_in_world()
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func _on_room_looked() -> void:
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# Default room look description - override in room scripts
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pass
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func _on_item_use_in_world() -> void:
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if not InventoryManager.selected_item:
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return
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var item_id = InventoryManager.selected_item
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var top_piece = ActionState.get_top_hovered_setpiece()
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if top_piece:
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_use_item_on_setpiece(item_id, top_piece)
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else:
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_on_item_used_empty_space(item_id)
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func _use_item_on_setpiece(item_id: String, piece: SetPiece) -> void:
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if piece.has_method("_on_item_used"):
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piece._on_item_used(item_id)
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else:
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var def = InventoryManager.get_item_definition(item_id)
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var item_name = item_id
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if def:
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item_name = def.name
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var piece_name = piece.label if piece.label else piece.name
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start_main_script(ScriptBuilder.init(ScriptBuilder.say(ego, "I can't use the %s on the %s." % [item_name, piece_name])).build(self, "_on_script_complete"))
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func _on_item_used_empty_space(item_id: String) -> void:
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var def = InventoryManager.get_item_definition(item_id)
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var item_name = item_id
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if def:
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item_name = def.name
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start_main_script(ScriptBuilder.init(ScriptBuilder.say(ego, "There's nothing to use the %s on here." % [item_name])).build(self, "_on_script_complete"))
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func give_item(item_id: String) -> void:
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InventoryManager.acquire_item(item_id)
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func remove_item(item_id: String, quiet: bool = false) -> void:
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InventoryManager.remove_item(item_id, quiet)
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func strip_items(event_items: Array[String], exempt_items: Array[String] = []) -> void:
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InventoryManager.bulk_strip_items(event_items, exempt_items)
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@@ -75,3 +75,9 @@ func _input(event):
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ActionState.Action.TALK:
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if talked.get_connections().size() > 0:
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emit_signal("talked")
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ActionState.Action.ITEM:
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if InventoryManager.selected_item:
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var item_id = InventoryManager.selected_item
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var scene = get_node_or_null("/root/Node2D/SceneViewport/background")
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if scene and scene is Scene:
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scene._use_item_on_setpiece(item_id, self)
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101
inventory/InventoryManager.gd
Normal file
101
inventory/InventoryManager.gd
Normal file
@@ -0,0 +1,101 @@
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extends Node
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# Signals
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signal item_acquired(item_id: String)
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signal item_removed(item_id: String)
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signal inventory_changed
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signal combination_attempted(item_a_id: String, item_b_id: String)
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# State
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var inventory: Array[String] = []
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var obtained_items: Dictionary = {}
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var stripped_items: Array[String] = []
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var selected_item: String = ""
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# Item definitions registry
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var _item_definitions: Dictionary = {}
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# -- Queries --
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func has_item(item_id: String) -> bool:
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return inventory.has(item_id)
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func has_obtained(item_id: String) -> bool:
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return obtained_items.has(item_id)
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func has_any_of(item_ids: Array[String]) -> bool:
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if item_ids.is_empty():
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return false
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for item_id in item_ids:
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if has_item(item_id):
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return true
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return false
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func has_obtained_any_of(item_ids: Array[String]) -> bool:
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if item_ids.is_empty():
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return false
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for item_id in item_ids:
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if has_obtained(item_id):
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return true
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return false
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func has_obtained_all_of(item_ids: Array[String]) -> bool:
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if item_ids.is_empty():
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return true
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for item_id in item_ids:
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if not has_obtained(item_id):
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return false
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return true
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# -- Mutations --
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func acquire_item(item_id: String) -> void:
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inventory.append(item_id)
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obtained_items[item_id] = true
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item_acquired.emit(item_id)
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inventory_changed.emit()
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func remove_item(item_id: String, quiet: bool = false) -> void:
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var idx = inventory.find(item_id)
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if idx == -1:
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return
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inventory.remove_at(idx)
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if not quiet:
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item_removed.emit(item_id)
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inventory_changed.emit()
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func bulk_strip_items(event_items: Array[String], exempt_items: Array[String] = []) -> void:
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var remaining: Array[String] = []
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for item_id in inventory:
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if event_items.has(item_id) and not exempt_items.has(item_id):
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stripped_items.append(item_id)
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else:
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remaining.append(item_id)
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inventory = remaining
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inventory_changed.emit()
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# -- Items --
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func register_item(item_def: ItemDefinition) -> void:
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_item_definitions[item_def.id] = item_def
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func get_item_definition(item_id: String) -> ItemDefinition:
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return _item_definitions.get(item_id, null)
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# -- Combinations --
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func attempt_combine(item_a_id: String, item_b_id: String) -> void:
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combination_attempted.emit(item_a_id, item_b_id)
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# -- Selection --
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func select_item(item_id: String) -> void:
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selected_item = item_id
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func clear_selection() -> void:
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selected_item = ""
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233
inventory/inventory_backpack/InventoryBackpack.gd
Normal file
233
inventory/inventory_backpack/InventoryBackpack.gd
Normal file
@@ -0,0 +1,233 @@
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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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@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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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", backpack_icon.position, 0.35).set_trans(Tween.TRANS_SINE_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", Vector2(backpack_icon.position.x + 20, backpack_icon.position.y + 20), 0.35).set_trans(Tween.TRANS_SINE_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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|
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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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|
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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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|
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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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|
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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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|
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_set_state(State.REMOVE)
|
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|
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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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|
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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
|
||||
|
||||
floating_item.visible = true
|
||||
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)
|
||||
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()
|
||||
|
||||
func _set_state(new_state: State) -> void:
|
||||
_state = new_state
|
||||
|
||||
func _check_guards() -> bool:
|
||||
var main_game = get_node_or_null("/root/Node2D")
|
||||
if not main_game:
|
||||
return true
|
||||
|
||||
if main_game.is_script_running:
|
||||
return false
|
||||
|
||||
var fade = get_node_or_null("/root/Node2D/SceneDisplay/Fade")
|
||||
if fade and fade.modulate.a > 0.5:
|
||||
return false
|
||||
|
||||
return true
|
||||
|
||||
func _kill_tween() -> void:
|
||||
if _active_tween:
|
||||
_active_tween.kill()
|
||||
_active_tween = null
|
||||
_animating = false
|
||||
|
||||
func _on_transition_complete(completed_state: State) -> void:
|
||||
_animating = false
|
||||
_active_tween = null
|
||||
if completed_state == State.OPEN:
|
||||
pass
|
||||
elif completed_state == State.IDLE:
|
||||
returning_to_idle.emit()
|
||||
|
||||
func _on_item_acquired(item_id: String) -> void:
|
||||
if _state == State.IDLE:
|
||||
transition_to(State.ACQUIRE)
|
||||
|
||||
func _on_item_removed(item_id: String) -> void:
|
||||
if _state == State.IDLE:
|
||||
if InventoryManager.selected_item == item_id:
|
||||
InventoryManager.clear_selection()
|
||||
_update_floating_item()
|
||||
transition_to(State.REMOVE)
|
||||
else:
|
||||
transition_to(State.REMOVE)
|
||||
elif _state == State.SELECTED and InventoryManager.selected_item == item_id:
|
||||
InventoryManager.clear_selection()
|
||||
_update_floating_item()
|
||||
transition_to(State.REMOVE)
|
||||
|
||||
func _on_inventory_changed() -> void:
|
||||
_update_floating_item()
|
||||
|
||||
func _gui_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton and event.pressed and event.button_index == 1:
|
||||
if _state == State.IDLE:
|
||||
transition_to(State.OPEN)
|
||||
elif _state == State.OPEN:
|
||||
transition_to(State.IDLE)
|
||||
|
||||
func _notification(what: int) -> void:
|
||||
if what == NOTIFICATION_PREDELETE:
|
||||
_kill_tween()
|
||||
1
inventory/inventory_backpack/InventoryBackpack.gd.uid
Normal file
1
inventory/inventory_backpack/InventoryBackpack.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://2x3g0ethsdcgo
|
||||
31
inventory/inventory_backpack/InventoryBackpack.tscn
Normal file
31
inventory/inventory_backpack/InventoryBackpack.tscn
Normal file
@@ -0,0 +1,31 @@
|
||||
[gd_scene format=3 uid="uid://1406xmcnkygw0"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://2x3g0ethsdcgo" path="res://inventory/inventory_backpack/InventoryBackpack.gd" id="1"]
|
||||
|
||||
[node name="InventoryBackpack" type="Control" unique_id=1000000001]
|
||||
layout_mode = 3
|
||||
anchors_preset = 2
|
||||
anchor_right = 1.0
|
||||
offset_top = 10.0
|
||||
offset_right = -10.0
|
||||
offset_bottom = 70.0
|
||||
script = ExtResource("1")
|
||||
|
||||
[node name="BackpackIcon" type="ColorRect" parent="." unique_id=1000000002]
|
||||
layout_mode = 0
|
||||
offset_left = 0.0
|
||||
offset_top = 0.0
|
||||
offset_right = 60.0
|
||||
offset_bottom = 60.0
|
||||
color = Color(0.4, 0.6, 0.9, 1)
|
||||
|
||||
[node name="FloatingItem" type="ColorRect" parent="." unique_id=1000000003]
|
||||
layout_mode = 0
|
||||
offset_left = 20.0
|
||||
offset_top = -30.0
|
||||
offset_right = 50.0
|
||||
offset_bottom = 0.0
|
||||
color = Color(1, 0.6, 0.2, 1)
|
||||
visible = false
|
||||
|
||||
[node name="AnimationPlayer" type="AnimationPlayer" parent="." unique_id=1000000004]
|
||||
1
inventory/inventory_backpack/InventoryBackpack.tscn.uid
Normal file
1
inventory/inventory_backpack/InventoryBackpack.tscn.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://1406xmcnkygw0
|
||||
215
inventory/inventory_overlay/InventoryOverlay.gd
Normal file
215
inventory/inventory_overlay/InventoryOverlay.gd
Normal file
@@ -0,0 +1,215 @@
|
||||
extends Control
|
||||
class_name InventoryOverlay
|
||||
|
||||
signal close_requested
|
||||
signal item_confirmed(item_id: String)
|
||||
signal combine_requested(item_a_id: String, item_b_id: String)
|
||||
signal inspect_requested(item_id: String)
|
||||
|
||||
var input_active: bool = false
|
||||
var _is_visible: bool = false
|
||||
var _selected_slot: InventorySlot = null
|
||||
var _drag_start_time: float = 0.0
|
||||
var _is_dragging: bool = false
|
||||
var _dragged_item: Control = null
|
||||
var _hovered_slot: InventorySlot = null
|
||||
var _fade_tween: Tween = null
|
||||
|
||||
const FADE_DURATION: float = 0.2
|
||||
const LONG_PRESS_THRESHOLD: float = 0.5
|
||||
const SLOTS_PER_ROW: int = 8
|
||||
const SLOT_SIZE: Vector2i = Vector2i(64, 64)
|
||||
|
||||
@onready var background: ColorRect = $Background
|
||||
@onready var panel: Control = $InventoryPanel
|
||||
@onready var frame: ColorRect = $InventoryPanel/Frame
|
||||
@onready var grid: GridContainer = $InventoryPanel/ItemGrid
|
||||
@onready var hover_label: Label = $InventoryPanel/HoverLabel
|
||||
|
||||
func _ready() -> void:
|
||||
hide()
|
||||
background.mouse_filter = Control.MOUSE_FILTER_STOP
|
||||
InventoryManager.inventory_changed.connect(_refresh_grid)
|
||||
InventoryManager.combination_attempted.connect(_on_combination_attempted)
|
||||
|
||||
func show_overlay() -> void:
|
||||
if _fade_tween:
|
||||
_fade_tween.kill()
|
||||
_fade_tween = null
|
||||
|
||||
_is_visible = true
|
||||
show()
|
||||
modulate = Color(1, 1, 1, 0)
|
||||
input_active = false
|
||||
|
||||
var tween = create_tween().bind_node(self)
|
||||
_fade_tween = tween
|
||||
tween.tween_property(self, "modulate", Color(1, 1, 1, 1), FADE_DURATION)
|
||||
tween.tween_callback(_on_fade_in_complete)
|
||||
|
||||
func hide_overlay() -> void:
|
||||
if _fade_tween:
|
||||
_fade_tween.kill()
|
||||
_fade_tween = null
|
||||
|
||||
input_active = false
|
||||
_clear_selection()
|
||||
|
||||
var tween = create_tween().bind_node(self)
|
||||
_fade_tween = tween
|
||||
tween.tween_property(self, "modulate", Color(1, 1, 1, 0), FADE_DURATION)
|
||||
tween.tween_callback(_on_fade_out_complete)
|
||||
|
||||
func _on_fade_in_complete() -> void:
|
||||
input_active = true
|
||||
|
||||
func _on_fade_out_complete() -> void:
|
||||
_is_visible = false
|
||||
hide()
|
||||
input_active = false
|
||||
|
||||
func is_active() -> bool:
|
||||
return _is_visible and input_active
|
||||
|
||||
func _refresh_grid() -> void:
|
||||
for child in grid.get_children():
|
||||
child.queue_free()
|
||||
|
||||
for item_id in InventoryManager.inventory:
|
||||
var def = InventoryManager.get_item_definition(item_id)
|
||||
if not def:
|
||||
def = ItemDefinition.new()
|
||||
def.id = item_id
|
||||
def.name = item_id
|
||||
|
||||
var slot_scene = load("res://inventory/inventory_overlay/InventorySlot.tscn")
|
||||
var slot: InventorySlot = slot_scene.instantiate()
|
||||
slot.set_item(def)
|
||||
slot.clicked.connect(_on_slot_clicked)
|
||||
slot.right_clicked.connect(_on_slot_right_clicked)
|
||||
slot.hovered.connect(_on_slot_hovered)
|
||||
slot.unhovered.connect(_on_slot_unhovered)
|
||||
grid.add_child(slot)
|
||||
|
||||
grid.columns = SLOTS_PER_ROW
|
||||
|
||||
func _on_slot_clicked(item_id: String) -> void:
|
||||
if not input_active:
|
||||
return
|
||||
|
||||
for child in grid.get_children():
|
||||
if child is InventorySlot and child.item_id == item_id:
|
||||
if _selected_slot == null:
|
||||
_selected_slot = child
|
||||
_drag_start_time = Time.get_ticks_msec() / 1000.0
|
||||
_is_dragging = true
|
||||
_create_drag_preview(child)
|
||||
elif _selected_slot.item_id == item_id:
|
||||
_handle_release_same_item()
|
||||
else:
|
||||
combine_requested.emit(_selected_slot.item_id, item_id)
|
||||
_clear_selection()
|
||||
break
|
||||
|
||||
func _on_slot_right_clicked(item_id: String) -> void:
|
||||
if not input_active:
|
||||
return
|
||||
inspect_requested.emit(item_id)
|
||||
hide_overlay()
|
||||
|
||||
func _on_slot_hovered(item_id: String) -> void:
|
||||
if not input_active:
|
||||
return
|
||||
_hovered_slot = null
|
||||
for child in grid.get_children():
|
||||
if child is InventorySlot and child.item_id == item_id:
|
||||
_hovered_slot = child
|
||||
break
|
||||
_update_hover_label()
|
||||
|
||||
func _on_slot_unhovered(item_id: String) -> void:
|
||||
if _hovered_slot and _hovered_slot.item_id == item_id:
|
||||
_hovered_slot = null
|
||||
_update_hover_label()
|
||||
|
||||
func _create_drag_preview(slot: InventorySlot) -> void:
|
||||
var preview = ColorRect.new()
|
||||
preview.color = Color(1, 0.6, 0.2, 0.7)
|
||||
preview.size = Vector2(48, 48)
|
||||
preview.position = slot.global_position - global_position
|
||||
panel.add_child(preview)
|
||||
_dragged_item = preview
|
||||
|
||||
func _handle_release_same_item() -> void:
|
||||
var elapsed = Time.get_ticks_msec() / 1000.0 - _drag_start_time
|
||||
if elapsed <= LONG_PRESS_THRESHOLD:
|
||||
item_confirmed.emit(_selected_slot.item_id)
|
||||
hide_overlay()
|
||||
else:
|
||||
_clear_selection()
|
||||
|
||||
func _clear_selection() -> void:
|
||||
_selected_slot = null
|
||||
_is_dragging = false
|
||||
if _dragged_item:
|
||||
_dragged_item.queue_free()
|
||||
_dragged_item = null
|
||||
_update_hover_label()
|
||||
|
||||
func _update_hover_label() -> void:
|
||||
if _selected_slot and _hovered_slot and _selected_slot.item_id != _hovered_slot.item_id:
|
||||
var def_a = InventoryManager.get_item_definition(_selected_slot.item_id)
|
||||
var def_b = InventoryManager.get_item_definition(_hovered_slot.item_id)
|
||||
var name_a = _selected_slot.item_id
|
||||
var name_b = _hovered_slot.item_id
|
||||
if def_a:
|
||||
name_a = def_a.name
|
||||
if def_b:
|
||||
name_b = def_b.name
|
||||
hover_label.text = "Use %s with %s" % [name_a, name_b]
|
||||
elif _hovered_slot:
|
||||
var def = InventoryManager.get_item_definition(_hovered_slot.item_id)
|
||||
if def:
|
||||
hover_label.text = def.name
|
||||
else:
|
||||
hover_label.text = _hovered_slot.item_id
|
||||
else:
|
||||
hover_label.text = ""
|
||||
|
||||
func _gui_input(event: InputEvent) -> void:
|
||||
if not _is_visible:
|
||||
return
|
||||
|
||||
if event is InputEventMouseButton:
|
||||
if event.button_index == 1 and event.pressed:
|
||||
if not _is_dragging:
|
||||
pass
|
||||
elif event.button_index == 1 and not event.pressed:
|
||||
if _is_dragging:
|
||||
if _hovered_slot == null:
|
||||
_clear_selection()
|
||||
hide_overlay()
|
||||
close_requested.emit()
|
||||
elif _hovered_slot == _selected_slot:
|
||||
_handle_release_same_item()
|
||||
else:
|
||||
combine_requested.emit(_selected_slot.item_id, _hovered_slot.item_id)
|
||||
_clear_selection()
|
||||
return
|
||||
|
||||
if event is InputEventMouseMotion and _is_dragging and _dragged_item:
|
||||
_dragged_item.position = get_local_mouse_position() - Vector2(24, 24)
|
||||
var panel_rect = panel.get_global_rect()
|
||||
if not panel_rect.has_point(get_global_mouse_position()):
|
||||
_clear_selection()
|
||||
hide_overlay()
|
||||
close_requested.emit()
|
||||
|
||||
func _on_combination_attempted(item_a_id: String, item_b_id: String) -> void:
|
||||
pass
|
||||
|
||||
func _notification(what: int) -> void:
|
||||
if what == NOTIFICATION_PREDELETE:
|
||||
if _fade_tween:
|
||||
_fade_tween.kill()
|
||||
_fade_tween = null
|
||||
1
inventory/inventory_overlay/InventoryOverlay.gd.uid
Normal file
1
inventory/inventory_overlay/InventoryOverlay.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://3mkdj9s1oe1jz
|
||||
63
inventory/inventory_overlay/InventoryOverlay.tscn
Normal file
63
inventory/inventory_overlay/InventoryOverlay.tscn
Normal file
@@ -0,0 +1,63 @@
|
||||
[gd_scene format=3 uid="uid://1p46uzngsih9o"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://3mkdj9s1oe1jz" path="res://inventory/inventory_overlay/InventoryOverlay.gd" id="1"]
|
||||
|
||||
[sub_resource type="LabelSettings" id="LabelSettings_inv"]
|
||||
font_size = 20
|
||||
outline_size = 3
|
||||
outline_color = Color(0, 0, 0, 1)
|
||||
|
||||
[node name="InventoryOverlay" type="Control" unique_id=3000000001]
|
||||
layout_mode = 3
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
script = ExtResource("1")
|
||||
|
||||
[node name="Background" type="ColorRect" parent="." unique_id=3000000002]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
color = Color(0, 0, 0, 0.7)
|
||||
|
||||
[node name="InventoryPanel" type="Control" parent="." unique_id=3000000003]
|
||||
layout_mode = 1
|
||||
anchors_preset = 7
|
||||
anchor_left = 0.5
|
||||
anchor_top = 0.5
|
||||
anchor_right = 0.5
|
||||
anchor_bottom = 0.5
|
||||
offset_left = -350.0
|
||||
offset_top = -150.0
|
||||
offset_right = 350.0
|
||||
offset_bottom = 150.0
|
||||
grow_horizontal = 2
|
||||
grow_vertical = 2
|
||||
|
||||
[node name="Frame" type="ColorRect" parent="InventoryPanel" unique_id=3000000004]
|
||||
layout_mode = 1
|
||||
anchors_preset = 15
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
color = Color(0.15, 0.15, 0.2, 1)
|
||||
|
||||
[node name="ItemGrid" type="GridContainer" parent="InventoryPanel" unique_id=3000000005]
|
||||
layout_mode = 1
|
||||
anchors_preset = 0
|
||||
offset_left = 10.0
|
||||
offset_top = 10.0
|
||||
offset_right = -10.0
|
||||
offset_bottom = -50.0
|
||||
|
||||
[node name="HoverLabel" type="Label" parent="InventoryPanel" unique_id=3000000006]
|
||||
layout_mode = 1
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.0
|
||||
anchor_top = 1.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
offset_bottom = -10.0
|
||||
grow_horizontal = 2
|
||||
horizontal_alignment = 1
|
||||
label_settings = SubResource("LabelSettings_inv")
|
||||
1
inventory/inventory_overlay/InventoryOverlay.tscn.uid
Normal file
1
inventory/inventory_overlay/InventoryOverlay.tscn.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://1p46uzngsih9o
|
||||
55
inventory/inventory_overlay/InventorySlot.gd
Normal file
55
inventory/inventory_overlay/InventorySlot.gd
Normal file
@@ -0,0 +1,55 @@
|
||||
extends Control
|
||||
class_name InventorySlot
|
||||
|
||||
signal clicked(item_id: String)
|
||||
signal right_clicked(item_id: String)
|
||||
signal hovered(item_id: String)
|
||||
signal unhovered(item_id: String)
|
||||
|
||||
var item_id: String = ""
|
||||
var is_hovered: bool = false
|
||||
|
||||
@onready var item_box: ColorRect = $ItemBox
|
||||
@onready var hover_highlight: ColorRect = $HoverHighlight
|
||||
|
||||
func _ready() -> void:
|
||||
hover_highlight.visible = false
|
||||
|
||||
func set_item(item_def: ItemDefinition) -> void:
|
||||
item_id = item_def.id
|
||||
item_box.color = Color(1, 0.6, 0.2, 1)
|
||||
|
||||
func set_item_color(color: Color) -> void:
|
||||
item_box.color = color
|
||||
|
||||
func set_hover(hovered: bool) -> void:
|
||||
is_hovered = hovered
|
||||
hover_highlight.visible = hovered
|
||||
if hovered:
|
||||
item_box.color = item_box.color.lightened(0.2)
|
||||
else:
|
||||
var def = InventoryManager.get_item_definition(item_id)
|
||||
if def:
|
||||
item_box.color = Color(1, 0.6, 0.2, 1)
|
||||
else:
|
||||
item_box.color = Color(0.8, 0.8, 0.8, 1)
|
||||
|
||||
func _gui_input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseButton:
|
||||
if event.button_index == 1 and event.pressed:
|
||||
clicked.emit(item_id)
|
||||
elif event.button_index == 2:
|
||||
right_clicked.emit(item_id)
|
||||
|
||||
func _input(event: InputEvent) -> void:
|
||||
if event is InputEventMouseMotion:
|
||||
var rect = get_global_rect()
|
||||
var mouse_pos = get_global_mouse_position()
|
||||
var was_hovered = is_hovered
|
||||
is_hovered = rect.has_point(mouse_pos)
|
||||
if is_hovered != was_hovered:
|
||||
set_hover(is_hovered)
|
||||
if is_hovered:
|
||||
hovered.emit(item_id)
|
||||
else:
|
||||
unhovered.emit(item_id)
|
||||
1
inventory/inventory_overlay/InventorySlot.gd.uid
Normal file
1
inventory/inventory_overlay/InventorySlot.gd.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://oegm753jbl9m
|
||||
26
inventory/inventory_overlay/InventorySlot.tscn
Normal file
26
inventory/inventory_overlay/InventorySlot.tscn
Normal file
@@ -0,0 +1,26 @@
|
||||
[gd_scene format=3 uid="uid://1esl88fgtd2p6"]
|
||||
|
||||
[ext_resource type="Script" uid="uid://oegm753jbl9m" path="res://inventory/inventory_overlay/InventorySlot.gd" id="1"]
|
||||
|
||||
[node name="InventorySlot" type="Control" unique_id=2000000001]
|
||||
custom_minimum_size = Vector2i(64, 64)
|
||||
script = ExtResource("1")
|
||||
|
||||
[node name="ItemBox" type="ColorRect" parent="." unique_id=2000000002]
|
||||
layout_mode = 1
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.062
|
||||
anchor_top = 0.062
|
||||
anchor_right = 0.938
|
||||
anchor_bottom = 0.938
|
||||
color = Color(1, 0.6, 0.2, 1)
|
||||
|
||||
[node name="HoverHighlight" type="ColorRect" parent="." unique_id=2000000003]
|
||||
layout_mode = 1
|
||||
anchors_preset = 8
|
||||
anchor_left = 0.0
|
||||
anchor_top = 0.0
|
||||
anchor_right = 1.0
|
||||
anchor_bottom = 1.0
|
||||
color = Color(1, 1, 1, 0.3)
|
||||
visible = false
|
||||
1
inventory/inventory_overlay/InventorySlot.tscn.uid
Normal file
1
inventory/inventory_overlay/InventorySlot.tscn.uid
Normal file
@@ -0,0 +1 @@
|
||||
uid://1esl88fgtd2p6
|
||||
@@ -23,6 +23,7 @@ config/icon="res://icon.png"
|
||||
|
||||
ActionState="*res://ActionState.gd"
|
||||
CameraTransition="*res://camera_transition.tscn"
|
||||
InventoryManager="*res://inventory/InventoryManager.gd"
|
||||
|
||||
[display]
|
||||
|
||||
|
||||
Reference in New Issue
Block a user