Add NPC and items walking.
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36
game/ui/ui_9verbs/inventory/inventory_ui.tscn
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36
game/ui/ui_9verbs/inventory/inventory_ui.tscn
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[gd_scene load_steps=4 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://game/items/ESCORIA_ALL_ITEMS.tscn" type="PackedScene" id=2]
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[ext_resource path="res://game/ui/ui_9verbs/inventory/inventory_ui_container.gd" type="Script" id=3]
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[node name="inventory_ui" type="Control"]
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script = ExtResource( 1 )
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__meta__ = {
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"_edit_use_anchors_": false
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}
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items_container = NodePath("PanelContainer/ScrollContainer/GridContainer")
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[node name="PanelContainer" type="PanelContainer" parent="."]
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margin_right = 600.0
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margin_bottom = 175.0
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__meta__ = {
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"_edit_use_anchors_": false
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}
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[node name="ScrollContainer" type="ScrollContainer" parent="PanelContainer"]
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margin_left = 7.0
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margin_top = 7.0
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margin_right = 593.0
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margin_bottom = 168.0
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[node name="GridContainer" type="GridContainer" parent="PanelContainer/ScrollContainer"]
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margin_right = 586.0
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size_flags_horizontal = 3
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custom_constants/vseparation = 16
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custom_constants/hseparation = 16
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columns = 4
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script = ExtResource( 3 )
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[node name="ESCORIA_ALL_ITEMS" parent="." instance=ExtResource( 2 )]
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position = Vector2( 269.391, 275.003 )
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42
game/ui/ui_9verbs/inventory/inventory_ui_container.gd
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42
game/ui/ui_9verbs/inventory/inventory_ui_container.gd
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extends Control
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"""
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This script is totally user-defined. It does exactly what the user wants the
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inventory to look like. It only requires 4 functions to be defined:
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- is_empty() -> bool
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- get_items() -> Array
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- add_item(inventory_item : ESCInventoryItem)
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- remove_item(inventory_item : ESCInventoryItem)
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The user is free to implement these methods the way s-he likes.
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"""
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var current_nodes_in_container = {}
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func is_empty() -> bool:
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return get_child_count() > 0
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func get_items() -> Array:
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return current_nodes_in_container.keys()
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func add_item(inventory_item : ESCInventoryItem):
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var center_container = CenterContainer.new()
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center_container.size_flags_horizontal = SIZE_EXPAND_FILL
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center_container.connect("mouse_entered", inventory_item, "_on_inventory_item_mouse_enter")
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center_container.connect("mouse_exited", inventory_item, "_on_inventory_item_mouse_exit")
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center_container.connect("gui_input", self, "_on_gui_input", [inventory_item])
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center_container.add_child(inventory_item)
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add_child(center_container)
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current_nodes_in_container[inventory_item] = center_container
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func remove_item(inventory_item : ESCInventoryItem):
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var node_to_remove = current_nodes_in_container[inventory_item]
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current_nodes_in_container.erase(node_to_remove)
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node_to_remove.disconnect("mouse_entered", inventory_item, "_on_inventory_item_mouse_enter")
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node_to_remove.disconnect("mouse_exited", inventory_item, "_on_inventory_item_mouse_exit")
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node_to_remove.disconnect("pressed", self, "_on_gui_input")
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remove_child(node_to_remove)
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node_to_remove.queue_free()
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func _on_gui_input(event : InputEvent, inventory_item : ESCInventoryItem):
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if event is InputEventMouseButton and event.is_pressed():
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inventory_item._on_inventory_item_pressed()
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