diff --git a/scenes/ui/inventory/inventory.gd b/scenes/ui/inventory/inventory.gd index 874042a..7173b24 100644 --- a/scenes/ui/inventory/inventory.gd +++ b/scenes/ui/inventory/inventory.gd @@ -5,12 +5,9 @@ extends Control @export var inventory_resource: InventoryResource ## A starting inventory to initialize the inventory with @export var item_rect_scene: PackedScene ## The scene to use for each individual item stack in the inventory @export var grid_container: GridContainer ## Container for inventory items -@export var max_items: int = 40 # 4 rows of 10 @export var highlight_theme: Resource ## The theme to apply on mouse_enter of the InventoryItemRect -var selected_item: int = 0 - func _input(event: InputEvent) -> void: if event.is_action_pressed("open_inventory"): @@ -22,6 +19,7 @@ func _ready() -> void: InventoryManager.item_added.connect(_on_item_added) # Should be added after update_inventory_with_resource() InventoryManager.item_removed.connect(_on_item_removed) # Should be added after update_inventory_with_resource() + InventoryManager.clear_inventory.connect(_on_clear_inventory) func create_item_cell(item_resource: DBItemResource) -> void: @@ -29,7 +27,7 @@ func create_item_cell(item_resource: DBItemResource) -> void: grid_container.add_child(item_rect) item_rect.init(item_resource, highlight_theme) -func find_item_rect(item_resource: DBItemResource) -> InventoryItemRect: +func find_item_cell(item_resource: DBItemResource) -> InventoryItemRect: var rect: InventoryItemRect = null for item_rect: InventoryItemRect in grid_container.get_children(): @@ -79,6 +77,13 @@ func _open_inventory() -> void: InventoryManager.inventory_opened.emit() +func _on_clear_inventory() -> void: + for item: InventoryItemRect in grid_container.get_children(): + item.queue_free() + + for _i: int in range(InventoryManager.max_inventory_items): + create_item_cell(null) + func _on_item_added(_item_id: String, _amount: int) -> void: refresh_inventory_grid()