A Minecraft style clone in Godot
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class_name QuickSlots
extends Node
var _items: Array[String] = ["001", "002", "003", "004"]
var _selected_item: int = 0
func _init() -> void:
InventoryManager.next_quick_slot.connect(select_next_item.bind())
InventoryManager.previous_quick_slot.connect(select_previous_item.bind())
InventoryManager.select_quick_slot.connect(select_item_index.bind())
func _unhandled_input(event: InputEvent) -> void:
if event.is_action_pressed("quickslot0"):
_selected_item = 0
if event.is_action_pressed("quickslot1"):
_selected_item = 1
if event.is_action_pressed("quickslot2"):
_selected_item = 2
if event.is_action_pressed("quickslot3"):
_selected_item = 3
if event.is_action_pressed("quickslot_next"):
select_next_item()
if event.is_action_pressed("quickslot_previous"):
select_previous_item()
func get_quickslot_index() -> int:
return _selected_item
func get_selected_item() -> String:
return _items[_selected_item]
func select_item_index(slot_index: int) -> void:
_selected_item = slot_index
InventoryManager.quick_slot_item_changed.emit(get_selected_item())
func select_previous_item() -> void:
_selected_item = clampi(_selected_item - 1, 0, _items.size() - 1)
InventoryManager.quick_slot_item_changed.emit(get_selected_item())
func select_next_item() -> void:
_selected_item = clampi(_selected_item + 1, 0, _items.size() - 1)
InventoryManager.quick_slot_item_changed.emit(get_selected_item())