A Minecraft style clone in Godot
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class_name QuickSlots
extends Node
@export var highlight_theme: Resource
@export var slots_container: GridContainer
@export var quickslots_slot: PackedScene
var _previous_selected_item: int = 0
var _selected_item: int = 0 :
set(new_item_index):
if new_item_index < 0:
new_item_index = InventoryManager.quick_slot_count - 1
elif new_item_index >= InventoryManager.quick_slot_count:
new_item_index = 0
_previous_selected_item = _selected_item
_selected_item = new_item_index
func _init() -> void:
InventoryManager.next_quick_slot.connect(select_next_item)
InventoryManager.previous_quick_slot.connect(select_previous_item)
InventoryManager.select_quick_slot.connect(select_quick_slot)
func _ready() -> void:
remove_slots()
generate_quick_slots()
# This doesn't quite work on ready as, for some reason, it will select
# Slot0 (one of the slots BEFORE remove_slots()) instead of the first slot
# create in generate_quick_slots()
select_quick_slot(0)
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("quickslot1"):
select_quick_slot(0)
elif event.is_action_pressed("quickslot2"):
select_quick_slot(1)
elif event.is_action_pressed("quickslot3"):
select_quick_slot(2)
elif event.is_action_pressed("quickslot4"):
select_quick_slot(3)
elif event.is_action_pressed("quickslot5"):
select_quick_slot(4)
elif event.is_action_pressed("quickslot6"):
select_quick_slot(5)
elif event.is_action_pressed("quickslot7"):
select_quick_slot(6)
elif event.is_action_pressed("quickslot8"):
select_quick_slot(7)
elif event.is_action_pressed("quickslot9"):
select_quick_slot(8)
elif event.is_action_pressed("quickslot10"):
select_quick_slot(9)
elif event.is_action_pressed("quickslot_next"):
select_next_item()
elif event.is_action_pressed("quickslot_previous"):
select_previous_item()
func clear_slots() -> void:
for slot: QuickSlotsSlot in slots_container.get_children():
slot.clear()
func generate_quick_slots() -> void:
for slot_index: int in range(InventoryManager.quick_slot_count):
var slot: QuickSlotsSlot = quickslots_slot.instantiate()
slots_container.add_child(slot)
slot.init(slot_index)
func remove_slots() -> void:
for slot: QuickSlotsSlot in slots_container.get_children():
slot.queue_free()
func select_next_item() -> void:
select_quick_slot(_selected_item + 1)
func select_previous_item() -> void:
select_quick_slot(_selected_item - 1)
func select_quick_slot(slot_index: int) -> void:
_selected_item = slot_index
InventoryManager.quick_slot_selected.emit(_selected_item)
update_highlighted_slot()
func update_highlighted_slot() -> void:
if _previous_selected_item != _selected_item:
var previous_slot: Panel = slots_container.get_child(_previous_selected_item)
previous_slot.set("theme_override_styles/panel", null)
var current_slot: Panel = slots_container.get_child(_selected_item)
current_slot.set("theme_override_styles/panel", highlight_theme)