inventory refactor + inv ui interactable

This commit is contained in:
Altaezio 2025-10-13 18:38:47 +02:00
parent 433b3dfd28
commit 3ee2c8bdf1
7 changed files with 86 additions and 59 deletions

View File

@ -4,15 +4,22 @@ class_name Inventory
signal inventory_changed(inventory: Inventory)
@export var items: Array[Item] = []
@export var size: int = 3
var current_item_ind: int = 0
func _init(_inventory_size : int = 1):
size = _inventory_size
func _init(inventory_size: int = 1):
items.resize(inventory_size)
func get_best_available_slot_ind():
if items[current_item_ind] == null:
return current_item_ind
for i in items.size():
if items[i] == null:
return i
return current_item_ind
func set_current_item(new_ind: int):
if new_ind >= length():
if new_ind >= items.size():
return
if new_ind != current_item_ind:
@ -20,42 +27,25 @@ func set_current_item(new_ind: int):
emit_signal("inventory_changed", self)
func change_current_item(ind_mod: int):
if length() == 0:
if items.size() == 0:
current_item_ind = 0
return
var new_ind : int = current_item_ind + ind_mod
new_ind = new_ind % length()
var new_ind: int = current_item_ind + ind_mod
new_ind = new_ind % items.size()
if new_ind < 0:
new_ind += length()
new_ind += items.size()
set_current_item(new_ind)
func add_item(item: Item):
if items.size() < size:
items.append(item)
emit_signal("inventory_changed", self)
var best_ind = get_best_available_slot_ind()
if best_ind != current_item_ind:
set_item(item, best_ind)
return true
else:
return false
func add_items(items_to_add: Array[Item], fillup: bool = false):
if fillup:
var has_changed := false
for i in min(items_to_add.size(), size - items.size()):
items.append(items_to_add[i])
has_changed = true
if has_changed:
emit_signal("inventory_changed", self)
return has_changed
elif !fillup && items.size() + items_to_add.size() < size:
items.append_array(items_to_add)
emit_signal("inventory_changed", self)
return true
func length() -> int:
return len(items)
func set_item(item: Item, ind: int = 0) -> bool:
if ind >= size:
if ind < 0 || ind >= items.size():
return false
while len(items) <= ind:
items.append(null)
@ -64,7 +54,7 @@ func set_item(item: Item, ind: int = 0) -> bool:
return true
func get_item(ind: int = current_item_ind) -> Item:
if len(items) <= ind:
if ind < 0 || items.size() <= ind:
return null
return items[ind]
@ -72,27 +62,27 @@ func has_item(item: Item) -> bool:
return item in items
func remove_item(item: Item):
items.erase(item)
emit_signal("inventory_changed", self)
var ind = items.find(item)
if ind >= 0:
items[ind] = null
emit_signal("inventory_changed", self)
func remove_item_at(ind: int = current_item_ind):
if len(items) <= ind:
if items.size() <= ind:
return
items.remove_at(ind)
if current_item_ind >= length():
change_current_item(-1)
items[ind] = null
emit_signal("inventory_changed", self)
func remove_current_item():
remove_item_at()
func pop_item(ind: int = current_item_ind) -> Item:
if length() == 0:
if items.size() == 0:
return
var item_removed: Item = items.pop_at(ind)
if current_item_ind >= length():
change_current_item(-1)
var item_removed: Item = items[ind]
items[ind] = null
emit_signal("inventory_changed", self)
return item_removed

View File

@ -4,7 +4,6 @@
[ext_resource type="Script" uid="uid://ceqx5va1ormau" path="res://entities/plants/scripts/plant_effects/produce_seeds.gd" id="2_1q5bp"]
[ext_resource type="Script" uid="uid://jnye5pe1bgqw" path="res://entities/plants/scripts/plant_type.gd" id="2_x4nie"]
[ext_resource type="Texture2D" uid="uid://c00jac2jlgdfu" path="res://entities/plants/assets/sprites/solita/growing.png" id="3_j4n5p"]
[ext_resource type="Texture2D" uid="uid://b3wom2xu26g43" path="res://entities/plants/assets/sprites/solita/mature.png" id="4_njidq"]
[ext_resource type="Texture2D" uid="uid://pltmnkqd5ut2" path="res://entities/plants/assets/sprites/seeds/grille_seeds.png" id="6_yn0yu"]
[sub_resource type="Resource" id="Resource_3fdsj"]
@ -12,6 +11,9 @@ script = ExtResource("2_1q5bp")
level = 1
metadata/_custom_type_script = "uid://ceqx5va1ormau"
[sub_resource type="Resource" id="Resource_j4n5p"]
metadata/__load_path__ = "res://entities/plants/assets/sprites/default_plant_glowing.png"
[sub_resource type="AtlasTexture" id="AtlasTexture_auuc2"]
atlas = ExtResource("6_yn0yu")
region = Rect2(335, 74, 134, 142)
@ -24,6 +26,6 @@ default_growing_time = 3
default_plant_score = 2
seed_texture = SubResource("AtlasTexture_auuc2")
growing_texture = ExtResource("3_j4n5p")
mature_texture = ExtResource("4_njidq")
mature_texture = SubResource("Resource_j4n5p")
default_harvest_effects = Array[ExtResource("1_mksys")]([SubResource("Resource_3fdsj")])
metadata/_custom_type_script = "uid://jnye5pe1bgqw"

View File

@ -127,12 +127,14 @@ func try_move(move_to : Vector2):
func pick_item(item : Item) -> Item:
play_sfx("pick")
if inventory.length() >= inventory.size:
var available_slot_ind = inventory.get_best_available_slot_ind()
if available_slot_ind == inventory.current_item_ind:
var current_item : Item = inventory.get_item()
inventory.set_item(item, inventory.current_item_ind)
inventory.set_item(item, available_slot_ind)
return current_item
else :
inventory.add_item(item)
if inventory.set_item(item, available_slot_ind):
inventory.set_current_item(available_slot_ind);
return null
func drop_item():
@ -176,7 +178,7 @@ func upgrade_max_energy(amount = 1):
player_updated.emit(self)
func upgrade_inventory_size(amount = 1):
inventory.size += amount
inventory.items.resize(inventory.items.size() + amount)
upgraded.emit()
player_updated.emit(self)

View File

@ -38,6 +38,18 @@ tracks/1/path = NodePath("CenterContainer/ItemTexture:modulate")
tracks/1/interp = 1
tracks/1/loop_wrap = true
tracks/1/keys = {
"times": PackedFloat32Array(0, 0.033333335),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0.27058825, 0.27058825, 0.27058825, 1), Color(0.27058825, 0.27058825, 0.27058825, 1)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("CenterContainer/NoItemTextureRect:modulate")
tracks/2/interp = 1
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0),
"transitions": PackedFloat32Array(1),
"update": 0,
@ -71,6 +83,18 @@ tracks/1/keys = {
"update": 0,
"values": [Color(0.27022192, 0.27022192, 0.2702219, 1), Color(1, 1, 1, 1)]
}
tracks/2/type = "value"
tracks/2/imported = false
tracks/2/enabled = true
tracks/2/path = NodePath("CenterContainer/NoItemTextureRect:modulate")
tracks/2/interp = 2
tracks/2/loop_wrap = true
tracks/2/keys = {
"times": PackedFloat32Array(0, 0.2),
"transitions": PackedFloat32Array(1, 1),
"update": 0,
"values": [Color(0.27022192, 0.27022192, 0.2702219, 1), Color(1, 1, 1, 1)]
}
[sub_resource type="AnimationLibrary" id="AnimationLibrary_2wu2x"]
_data = {
@ -114,6 +138,7 @@ layout_mode = 2
[node name="NoItemTextureRect" type="TextureRect" parent="CenterContainer"]
unique_name_in_owner = true
visible = false
modulate = Color(0.27058825, 0.27058825, 0.27058825, 1)
custom_minimum_size = Vector2(12, 12)
layout_mode = 2
texture = SubResource("GradientTexture2D_vgckh")
@ -142,3 +167,5 @@ stretch_mode = 4
[node name="BottomSpace" type="Control" parent="."]
layout_mode = 2
[connection signal="gui_input" from="." to="." method="_on_gui_input"]

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@ -3,6 +3,7 @@ class_name InventoryGuiItem
@export var no_item_texture_path : Texture2D
signal item_clicked()
const MODULATE_INSPECTED_COLOR = Color.GRAY
@ -25,6 +26,10 @@ func _on_mouse_excited():
if current_item:
Pointer.stop_inspect(self)
func _on_gui_input(_event: InputEvent) -> void:
if Input.is_action_just_pressed("action"):
emit_signal("item_clicked")
func inspector_info() -> Inspector.Info:
return current_item.inspector_info()

View File

@ -1,26 +1,27 @@
extends HBoxContainer
class_name InventoryGui
@export var inventory_item_scene : PackedScene
@export var inventory_item_scene: PackedScene
var inventory_item_objects : Array[InventoryGuiItem]
var inventory_item_objects: Array[InventoryGuiItem]
func update(inventory : Inventory):
if len(inventory_item_objects) == 0 or len(inventory_item_objects) != inventory.size:
func update(inventory: Inventory):
if len(inventory_item_objects) == 0 or len(inventory_item_objects) != inventory.items.size():
for o in inventory_item_objects:
o.queue_free()
inventory_item_objects = generate_inventory_item_objects(inventory.size)
inventory_item_objects = generate_inventory_item_objects(inventory, inventory.items.size())
for i in range(inventory.size):
inventory_item_objects[i].update(
inventory.get_item(i),
i == inventory.current_item_ind and inventory.get_item(i) != null
)
for i in range(inventory.items.size()):
inventory_item_objects[i].update(inventory.get_item(i), i == inventory.current_item_ind)
func generate_inventory_item_objects(nb : int = 1) -> Array[InventoryGuiItem]:
var objects : Array[InventoryGuiItem] = []
func generate_inventory_item_objects(inventory: Inventory, nb: int = 1) -> Array[InventoryGuiItem]:
var objects: Array[InventoryGuiItem] = []
for i in range(nb):
var o = inventory_item_scene.instantiate() as InventoryGuiItem
add_child(o)
objects.append(o)
o.item_clicked.connect(func(): change_current_item_ind(inventory, i))
return objects
func change_current_item_ind(inventory: Inventory, new_ind: int):
inventory.set_current_item(new_ind)

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@ -68,7 +68,7 @@ class TakeShovelStep extends Step:
return []
func is_step_over(p : Player) -> bool:
return p.inventory.length() > 0
return p.inventory.items.size() > 0
class DigLootStep extends Step:
func generate_indicators(p: Player) -> Array[InGameIndicator]: