feat: Rewrote inventory handling basing on ESCItems (#417)

Co-authored-by: Dennis Ploeger <develop@dieploegers.de>
This commit is contained in:
Dennis Ploeger
2021-10-21 21:56:25 +02:00
committed by GitHub
parent 0271046421
commit af26521d3d
35 changed files with 245 additions and 336 deletions

View File

@@ -1,7 +1,7 @@
[gd_scene load_steps=3 format=2]
[ext_resource path="res://addons/escoria-core/game/scenes/inventory/inventory_ui.gd" type="Script" id=1]
[ext_resource path="res://addons/escoria-ui-9verbs/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]
[node name="inventory_ui" type="PanelContainer"]
margin_right = 600.0
@@ -17,10 +17,14 @@ margin_left = 7.0
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

View File

@@ -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()