A Minecraft style clone in Godot
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class_name Inventory
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 highlight_theme: Resource ## The theme to apply on mouse_enter of the InventoryItemRect
func _input(event: InputEvent) -> void:
if event.is_action_pressed("open_inventory"):
toggle_inventory()
func _ready() -> void:
update_inventory_with_resource()
refresh_inventory_grid()
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:
var item_rect: InventoryItemRect = item_rect_scene.instantiate()
grid_container.add_child(item_rect)
item_rect.init(item_resource, highlight_theme)
func find_item_cell(item_resource: DBItemResource) -> InventoryItemRect:
var rect: InventoryItemRect = null
for item_rect: InventoryItemRect in grid_container.get_children():
if item_rect.item_resource == null: continue
if item_rect.item_resource.id == item_resource.id:
rect = item_rect
break
return rect
func refresh_inventory_grid() -> void:
for item: InventoryItemRect in grid_container.get_children():
item.queue_free()
for item: DBItemResource in InventoryManager.inventory:
create_item_cell(item)
var empty_cells: int = InventoryManager.max_inventory_items - InventoryManager.inventory.size()
for _i: int in range(empty_cells):
create_item_cell(null)
func toggle_inventory() -> void:
if visible:
_close_inventory()
else:
_open_inventory()
## Add any items from the existing inventory resource
func update_inventory_with_resource() -> void:
if inventory_resource == null:
return
InventoryManager.clear_inventory.emit()
for item_resource: DBItemResource in inventory_resource.inventory:
InventoryManager.add_to_inventory.emit(item_resource.id, item_resource.amount)
func _close_inventory() -> void:
visible = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
InventoryManager.inventory_closed.emit()
func _open_inventory() -> void:
refresh_inventory_grid()
visible = true
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
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()
func _on_item_removed(_item_id: String, _amount: int) -> void:
refresh_inventory_grid()