feat: Rewrote inventory handling basing on ESCItems (#417)
Co-authored-by: Dennis Ploeger <develop@dieploegers.de>
This commit is contained in:
@@ -1,27 +0,0 @@
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<?xml version="1.0" encoding="UTF-8"?>
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<svg width="16px" height="16px" viewBox="0 0 16 16" version="1.1" xmlns="http://www.w3.org/2000/svg" xmlns:xlink="http://www.w3.org/1999/xlink">
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<title>esc_inventory_item</title>
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<defs>
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<linearGradient x1="0%" y1="32.9861111%" x2="100%" y2="67.0138889%" id="linearGradient-1">
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</linearGradient>
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<linearGradient x1="0%" y1="0%" x2="100%" y2="100%" id="linearGradient-2">
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<stop stop-color="#D4FF2A" offset="0%"></stop>
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<stop stop-color="#81D135" offset="100%"></stop>
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</linearGradient>
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</defs>
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<g id="esc_inventory_item" stroke="none" stroke-width="1" fill="none" fill-rule="evenodd">
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<g id="Group-Copy" transform="translate(2.000000, 4.000000)">
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<rect id="Rectangle" fill="url(#linearGradient-1)" x="0" y="1" width="12" height="7" rx="1"></rect>
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<g id="Group" transform="translate(1.000000, 6.000000)">
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</svg>
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|
Before Width: | Height: | Size: 2.7 KiB |
Binary file not shown.
@@ -1,95 +1,15 @@
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# The inventory representation of an ESC item if pickable
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extends TextureButton
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class_name ESCInventoryItem, \
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"res://addons/escoria-core/design/esc_inventory_item.svg"
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# Signal emitted when the item was left clicked
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#
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# #### Parameters
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#
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# - item_id: Global ID of the clicked item
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signal mouse_left_inventory_item(item_id)
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# Signal emitted when the item was right clicked
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#
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# #### Parameters
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#
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# - item_id: Global ID of the clicked item
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signal mouse_right_inventory_item(item_id)
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# Signal emitted when the item was double clicked
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#
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# #### Parameters
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#
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# - item_id: Global ID of the clicked item
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signal mouse_double_left_inventory_item(item_id)
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# Signal emitted when the item was focused
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#
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# #### Parameters
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#
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# - item_id: Global ID of the clicked item
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signal inventory_item_focused(item_id)
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# Signal emitted when the item is not focused anymore
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signal inventory_item_unfocused()
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# Basic information about an inventory item
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class_name ESCInventoryItem
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# Global ID of the ESCItem that uses this ESCInventoryItem
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# Will be set by ESCItem automatically
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var global_id
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var global_id: String = ""
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# The texture for the item
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var texture: Texture = null
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# Connect input handlers
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func _ready():
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connect("gui_input", self, "_on_inventory_item_gui_input")
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connect("mouse_entered", self, "_on_inventory_item_mouse_enter")
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connect("mouse_exited", self, "_on_inventory_item_mouse_exit")
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func _init(p_item: ESCItem) -> void:
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global_id = p_item.global_id
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texture = p_item._get_inventory_texture()
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# Handle the gui input and emit the respective signals
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#
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# #### Parameters
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#
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# - event: The event received
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func _on_inventory_item_gui_input(event: InputEvent):
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if InputMap.has_action("switch_action_verb") \
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and event.is_action_pressed("switch_action_verb"):
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if event.button_index == BUTTON_WHEEL_UP:
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escoria.inputs_manager._on_mousewheel_action(-1)
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elif event.button_index == BUTTON_WHEEL_DOWN:
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escoria.inputs_manager._on_mousewheel_action(1)
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if event is InputEventMouseButton:
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# var p = get_global_mouse_position()
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if event.doubleclick:
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if event.button_index == BUTTON_LEFT:
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emit_signal(
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"mouse_double_left_inventory_item",
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global_id,
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event
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)
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else:
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if event.is_pressed():
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if event.button_index == BUTTON_LEFT:
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emit_signal(
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"mouse_left_inventory_item",
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global_id,
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event
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)
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if event.button_index == BUTTON_RIGHT:
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emit_signal(
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"mouse_right_inventory_item",
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global_id,
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event
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)
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# Handle mouse entering the item and send the respecitve signal
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func _on_inventory_item_mouse_enter():
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emit_signal("inventory_item_focused", global_id)
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# Handle mouse leaving the item and send the respecitve signal
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func _on_inventory_item_mouse_exit():
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emit_signal("inventory_item_unfocused")
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@@ -103,9 +103,9 @@ export(bool) var combine_is_one_way = false
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# A false value is useful for items in the background, such as buttons.
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export(bool) var use_from_inventory_only = false
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# Scene based on ESCInventoryItem used in inventory for the object if it is
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# picked up, that displays and handles the item
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export(PackedScene) var inventory_item_scene_file: PackedScene
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# The visual representation for this item when its in the inventory
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export(Texture) var inventory_texture: Texture = null \
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setget ,_get_inventory_texture
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# Color used for dialogs
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export(Color) var dialog_color = ColorN("white")
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@@ -124,25 +124,22 @@ export(float) var v_speed_damp: float = 1.0
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export(NodePath) var animation_player_node: NodePath = "" \
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setget _set_animation_player_node
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# ESCAnimationsResource (for walking, idling...)
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var animations: ESCAnimationResource
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# Reference to the animation node (null if none was found)
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var animation_sprite = null
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# Reference to the sprite node
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var _sprite_node: Node = null
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# Reference to the current terrain
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var terrain: ESCTerrain
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# Reference to this items collision shape node
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var collision: Node
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# The representation of this item in the scene. Will
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# be loaded, if inventory_item_scene_file is set.
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var inventory_item: ESCInventoryItem = null setget ,_get_inventory_item
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# Reference to the sprite node
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var _sprite_node: Node = null
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# The movable subnode
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var _movable: ESCMovable = null
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@@ -464,15 +461,6 @@ func _update_terrain(rc: int, event_name: String) -> void:
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_movable.update_terrain(event_name)
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# Get inventory item from the inventory item scene
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# **Returns** The inventory item of this ESCitem
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func _get_inventory_item() -> ESCInventoryItem:
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if not inventory_item and inventory_item_scene_file:
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inventory_item = inventory_item_scene_file.instance()
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inventory_item.global_id = self.global_id
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return inventory_item
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func _get_property_list():
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var properties = []
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properties.append({
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@@ -505,3 +493,15 @@ func _set_animation_player_node(node_path: NodePath):
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)
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animation_player_node = node_path
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# Returns either the set inventory texture or the texture of a TextureRect
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# found as a child if it is null
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func _get_inventory_texture() -> Texture:
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if inventory_texture == null:
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for c in get_children():
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if c is TextureRect or c is Sprite:
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return c.texture
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return null
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else:
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return inventory_texture
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@@ -64,25 +64,26 @@ func add_new_item_by_id(item_id: String) -> void:
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"Check item's id in ESCORIA_ALL_ITEMS scene."
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]
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)
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var item_inventory_button = (
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escoria.object_manager.get_object(item_id).node as ESCItem
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).inventory_item.duplicate()
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item_inventory_button.global_id = item_id
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items_ids_in_inventory[item_id] = item_inventory_button
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get_node(inventory_ui_container).add_item(item_inventory_button)
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var inventory_item = ESCInventoryItem.new(
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escoria.object_manager.get_object(item_id).node
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)
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var inventory_item_button = get_node(
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inventory_ui_container
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).add_item(inventory_item)
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items_ids_in_inventory[item_id] = inventory_item
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if not escoria.object_manager.has(item_id):
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escoria.object_manager.register_object(
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ESCObject.new(
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item_id,
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item_inventory_button
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inventory_item_button
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),
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true
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)
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item_inventory_button.visible = true
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escoria.inputs_manager.register_inventory_item(item_inventory_button)
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escoria.inputs_manager.register_inventory_item(inventory_item_button)
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# remove item fromInventory UI using its id set in its scene
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@@ -117,7 +118,6 @@ func remove_item_by_id(item_id: String) -> void:
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)
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get_node(inventory_ui_container).remove_item(item_inventory_button)
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item_inventory_button.queue_free()
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items_ids_in_inventory.erase(item_id)
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107
addons/escoria-core/library/inventory/esc_inventory_button.gd
Normal file
107
addons/escoria-core/library/inventory/esc_inventory_button.gd
Normal file
@@ -0,0 +1,107 @@
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# The inventory representation of an ESC item if pickable (only used by
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# the inventory components)
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extends TextureButton
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class_name ESCInventoryButton
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# Signal emitted when the item was left clicked
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#
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# #### Parameters
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#
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# - item_id: Global ID of the clicked item
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signal mouse_left_inventory_item(item_id)
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# Signal emitted when the item was right clicked
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#
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# #### Parameters
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#
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# - item_id: Global ID of the clicked item
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signal mouse_right_inventory_item(item_id)
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# Signal emitted when the item was double clicked
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#
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# #### Parameters
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#
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# - item_id: Global ID of the clicked item
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signal mouse_double_left_inventory_item(item_id)
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# Signal emitted when the item was focused
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#
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# #### Parameters
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#
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# - item_id: Global ID of the clicked item
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signal inventory_item_focused(item_id)
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# Signal emitted when the item is not focused anymore
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signal inventory_item_unfocused()
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# Global ID of the ESCItem that uses this ESCInventoryItem
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var global_id: String = ""
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func _init(p_item: ESCInventoryItem) -> void:
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global_id = p_item.global_id
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texture_normal = p_item.texture
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expand = true
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stretch_mode = TextureButton.STRETCH_KEEP_ASPECT
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func _process(_delta: float) -> void:
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rect_size = ProjectSettings.get_setting("escoria/ui/inventory_item_size")
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rect_min_size = ProjectSettings.get_setting(
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"escoria/ui/inventory_item_size"
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)
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# Connect input handlers
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func _ready():
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connect("gui_input", self, "_on_inventory_item_gui_input")
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connect("mouse_entered", self, "_on_inventory_item_mouse_enter")
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connect("mouse_exited", self, "_on_inventory_item_mouse_exit")
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# Handle the gui input and emit the respective signals
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#
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# #### Parameters
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#
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# - event: The event received
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func _on_inventory_item_gui_input(event: InputEvent):
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if InputMap.has_action("switch_action_verb") \
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and event.is_action_pressed("switch_action_verb"):
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if event.button_index == BUTTON_WHEEL_UP:
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escoria.inputs_manager._on_mousewheel_action(-1)
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elif event.button_index == BUTTON_WHEEL_DOWN:
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escoria.inputs_manager._on_mousewheel_action(1)
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if event is InputEventMouseButton:
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# var p = get_global_mouse_position()
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if event.doubleclick:
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if event.button_index == BUTTON_LEFT:
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emit_signal(
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"mouse_double_left_inventory_item",
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global_id,
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event
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)
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else:
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if event.is_pressed():
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if event.button_index == BUTTON_LEFT:
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emit_signal(
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"mouse_left_inventory_item",
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global_id,
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event
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)
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if event.button_index == BUTTON_RIGHT:
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emit_signal(
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"mouse_right_inventory_item",
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global_id,
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event
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)
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# Handle mouse entering the item and send the respecitve signal
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func _on_inventory_item_mouse_enter():
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emit_signal("inventory_item_focused", global_id)
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# Handle mouse leaving the item and send the respecitve signal
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func _on_inventory_item_mouse_exit():
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emit_signal("inventory_item_unfocused")
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@@ -0,0 +1,31 @@
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# Inventory container handler that acts as a base for UIs inventory containers
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extends Control
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class_name ESCInventoryContainer
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# Get wether the inventory container currently is empty
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# **Returns** Wether the container is empty or not
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func is_empty() -> bool:
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return get_child_count() > 0
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# Add a new item into the container and return the control generated for it
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# so its events can be handled by the inputs manager
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#
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# #### Parameters
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# - inventory_item: Item to add
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# **Returns** The button generated for the item
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func add_item(inventory_item: ESCInventoryItem) -> ESCInventoryButton:
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var button = ESCInventoryButton.new(inventory_item)
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add_child(button)
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return button
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# Remove an item from the container
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#
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# #### Parameters
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# - inventory_item: Item to remove
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func remove_item(inventory_item: ESCInventoryItem):
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for c in get_children():
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if c is ESCInventoryButton and c.global_id == inventory_item.global_id:
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remove_child(c)
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c.queue_free()
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@@ -98,6 +98,16 @@ func set_escoria_ui_settings():
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"type": TYPE_STRING_ARRAY,
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"hint": PROPERTY_HINT_DIR
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})
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if !ProjectSettings.has_setting("escoria/ui/inventory_item_size"):
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ProjectSettings.set_setting(
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"escoria/ui/inventory_item_size",
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Vector2(72, 72)
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)
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ProjectSettings.add_property_info({
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"name": "escoria/ui/inventory_item_size",
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"type": TYPE_VECTOR2
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})
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# Prepare the settings in the Escoria main category
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@@ -1,7 +1,7 @@
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[gd_scene load_steps=3 format=2]
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[ext_resource path="res://addons/escoria-core/game/scenes/inventory/inventory_ui.gd" type="Script" id=1]
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[ext_resource path="res://addons/escoria-ui-9verbs/inventory/inventory_ui_container.gd" type="Script" id=3]
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[ext_resource path="res://addons/escoria-core/library/inventory/esc_inventory_container.gd" type="Script" id=3]
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[node name="inventory_ui" type="PanelContainer"]
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margin_right = 600.0
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@@ -17,10 +17,14 @@ margin_left = 7.0
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margin_top = 7.0
|
||||
margin_right = 593.0
|
||||
margin_bottom = 168.0
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
|
||||
[node name="GridContainer" type="GridContainer" parent="ScrollContainer"]
|
||||
margin_right = 586.0
|
||||
margin_bottom = 161.0
|
||||
size_flags_horizontal = 3
|
||||
size_flags_vertical = 3
|
||||
custom_constants/vseparation = 16
|
||||
custom_constants/hseparation = 16
|
||||
columns = 4
|
||||
|
||||
@@ -1,39 +0,0 @@
|
||||
extends Control
|
||||
|
||||
"""
|
||||
This script is totally user-defined. It does exactly what the user wants the
|
||||
inventory to look like. It only requires 4 functions to be defined:
|
||||
- is_empty() -> bool
|
||||
- get_items() -> Array
|
||||
- add_item(inventory_item: ESCInventoryItem)
|
||||
- remove_item(inventory_item: ESCInventoryItem)
|
||||
The user is free to implement these methods the way s-he likes.
|
||||
"""
|
||||
|
||||
var current_nodes_in_container = {}
|
||||
|
||||
func is_empty() -> bool:
|
||||
return get_child_count() > 0
|
||||
|
||||
func get_items() -> Array:
|
||||
return current_nodes_in_container.keys()
|
||||
|
||||
func add_item(inventory_item: ESCInventoryItem):
|
||||
var center_container = CenterContainer.new()
|
||||
center_container.size_flags_horizontal = SIZE_EXPAND_FILL
|
||||
center_container.connect("mouse_entered", inventory_item, "_on_inventory_item_mouse_enter")
|
||||
center_container.connect("mouse_exited", inventory_item, "_on_inventory_item_mouse_exit")
|
||||
# center_container.connect("gui_input", self, "_on_gui_input", [inventory_item])
|
||||
center_container.add_child(inventory_item)
|
||||
add_child(center_container)
|
||||
current_nodes_in_container[inventory_item] = center_container
|
||||
|
||||
func remove_item(inventory_item: ESCInventoryItem):
|
||||
var node_to_remove = current_nodes_in_container[inventory_item]
|
||||
current_nodes_in_container.erase(node_to_remove)
|
||||
node_to_remove.disconnect("mouse_entered", inventory_item, "_on_inventory_item_mouse_enter")
|
||||
node_to_remove.disconnect("mouse_exited", inventory_item, "_on_inventory_item_mouse_exit")
|
||||
# node_to_remove.disconnect("pressed", self, "_on_gui_input")
|
||||
remove_child(node_to_remove)
|
||||
node_to_remove.queue_free()
|
||||
|
||||
@@ -2,7 +2,7 @@
|
||||
|
||||
[ext_resource path="res://addons/escoria-ui-simplemouse/inventory/inventory_ui.gd" type="Script" id=1]
|
||||
[ext_resource path="res://addons/escoria-ui-simplemouse/images/inventory_bg.png" type="Texture" id=2]
|
||||
[ext_resource path="res://addons/escoria-ui-simplemouse/inventory/inventory_ui_container.gd" type="Script" id=3]
|
||||
[ext_resource path="res://addons/escoria-core/library/inventory/esc_inventory_container.gd" type="Script" id=3]
|
||||
[ext_resource path="res://addons/escoria-ui-simplemouse/images/frame.png" type="Texture" id=5]
|
||||
[ext_resource path="res://addons/escoria-ui-simplemouse/images/inventory_icon.png" type="Texture" id=6]
|
||||
|
||||
|
||||
@@ -1,37 +0,0 @@
|
||||
extends Control
|
||||
|
||||
"""
|
||||
This script is totally user-defined. It does exactly what the user wants the
|
||||
inventory to look like. It only requires 4 functions to be defined:
|
||||
- is_empty() -> bool
|
||||
- get_items() -> Array
|
||||
- add_item(inventory_item: ESCInventoryItem)
|
||||
- remove_item(inventory_item: ESCInventoryItem)
|
||||
The user is free to implement these methods the way s-he likes.
|
||||
"""
|
||||
|
||||
var current_nodes_in_container = {}
|
||||
|
||||
func is_empty() -> bool:
|
||||
return get_child_count() > 0
|
||||
|
||||
func get_items() -> Array:
|
||||
return current_nodes_in_container.keys()
|
||||
|
||||
func add_item(inventory_item: ESCInventoryItem):
|
||||
var center_container = CenterContainer.new()
|
||||
center_container.size_flags_horizontal = SIZE_EXPAND_FILL
|
||||
center_container.connect("mouse_entered", inventory_item, "_on_inventory_item_mouse_enter")
|
||||
center_container.connect("mouse_exited", inventory_item, "_on_inventory_item_mouse_exit")
|
||||
center_container.add_child(inventory_item)
|
||||
add_child(center_container)
|
||||
current_nodes_in_container[inventory_item] = center_container
|
||||
|
||||
func remove_item(inventory_item: ESCInventoryItem):
|
||||
var node_to_remove = current_nodes_in_container[inventory_item]
|
||||
current_nodes_in_container.erase(node_to_remove)
|
||||
node_to_remove.disconnect("mouse_entered", inventory_item, "_on_inventory_item_mouse_enter")
|
||||
node_to_remove.disconnect("mouse_exited", inventory_item, "_on_inventory_item_mouse_exit")
|
||||
remove_child(node_to_remove)
|
||||
node_to_remove.queue_free()
|
||||
|
||||
Reference in New Issue
Block a user