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

@@ -4,7 +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)