drag & drop with inventory slots
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@@ -18,8 +18,8 @@ func _ready():
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update(GameInfo.game_data.player_data.inventory)
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func update(inventory: Inventory):
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if last_inventory_size != len(inventory.get_all_items()) or last_n_tools != inventory.tools.size():
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last_inventory_size = len(inventory.get_all_items())
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if last_inventory_size != inventory.get_all_items_size() or last_n_tools != inventory.tools.size():
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last_inventory_size = inventory.get_all_items_size()
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last_n_tools = inventory.tools.size()
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generate_inventory_mouse_detectors(last_inventory_size, last_n_tools)
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@@ -22,7 +22,7 @@ func _ready():
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func card_info() -> CardInfo:
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var inventory := GameInfo.game_data.player_data.inventory
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if inventory and index < len(inventory.get_all_items()):
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if inventory and index < inventory.get_all_items_size():
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var item = GameInfo.game_data.player_data.inventory.get_all_items()[index]
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if item:
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return item.card_info()
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