inventory refactor + inv ui interactable
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@@ -38,6 +38,18 @@ tracks/1/path = NodePath("CenterContainer/ItemTexture:modulate")
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tracks/1/interp = 1
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tracks/1/loop_wrap = true
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tracks/1/keys = {
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"times": PackedFloat32Array(0, 0.033333335),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Color(0.27058825, 0.27058825, 0.27058825, 1), Color(0.27058825, 0.27058825, 0.27058825, 1)]
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("CenterContainer/NoItemTextureRect:modulate")
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tracks/2/interp = 1
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0),
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"transitions": PackedFloat32Array(1),
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"update": 0,
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@@ -71,6 +83,18 @@ tracks/1/keys = {
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"update": 0,
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"values": [Color(0.27022192, 0.27022192, 0.2702219, 1), Color(1, 1, 1, 1)]
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}
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tracks/2/type = "value"
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tracks/2/imported = false
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tracks/2/enabled = true
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tracks/2/path = NodePath("CenterContainer/NoItemTextureRect:modulate")
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tracks/2/interp = 2
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tracks/2/loop_wrap = true
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tracks/2/keys = {
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"times": PackedFloat32Array(0, 0.2),
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"transitions": PackedFloat32Array(1, 1),
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"update": 0,
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"values": [Color(0.27022192, 0.27022192, 0.2702219, 1), Color(1, 1, 1, 1)]
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}
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[sub_resource type="AnimationLibrary" id="AnimationLibrary_2wu2x"]
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_data = {
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@@ -114,6 +138,7 @@ layout_mode = 2
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[node name="NoItemTextureRect" type="TextureRect" parent="CenterContainer"]
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unique_name_in_owner = true
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visible = false
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modulate = Color(0.27058825, 0.27058825, 0.27058825, 1)
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custom_minimum_size = Vector2(12, 12)
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layout_mode = 2
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texture = SubResource("GradientTexture2D_vgckh")
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@@ -142,3 +167,5 @@ stretch_mode = 4
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[node name="BottomSpace" type="Control" parent="."]
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layout_mode = 2
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[connection signal="gui_input" from="." to="." method="_on_gui_input"]
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@@ -3,6 +3,7 @@ class_name InventoryGuiItem
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@export var no_item_texture_path : Texture2D
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signal item_clicked()
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const MODULATE_INSPECTED_COLOR = Color.GRAY
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@@ -25,6 +26,10 @@ func _on_mouse_excited():
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if current_item:
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Pointer.stop_inspect(self)
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func _on_gui_input(_event: InputEvent) -> void:
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if Input.is_action_just_pressed("action"):
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emit_signal("item_clicked")
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func inspector_info() -> Inspector.Info:
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return current_item.inspector_info()
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@@ -1,26 +1,27 @@
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extends HBoxContainer
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class_name InventoryGui
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@export var inventory_item_scene : PackedScene
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@export var inventory_item_scene: PackedScene
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var inventory_item_objects : Array[InventoryGuiItem]
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var inventory_item_objects: Array[InventoryGuiItem]
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func update(inventory : Inventory):
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if len(inventory_item_objects) == 0 or len(inventory_item_objects) != inventory.size:
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func update(inventory: Inventory):
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if len(inventory_item_objects) == 0 or len(inventory_item_objects) != inventory.items.size():
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for o in inventory_item_objects:
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o.queue_free()
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inventory_item_objects = generate_inventory_item_objects(inventory.size)
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inventory_item_objects = generate_inventory_item_objects(inventory, inventory.items.size())
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for i in range(inventory.size):
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inventory_item_objects[i].update(
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inventory.get_item(i),
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i == inventory.current_item_ind and inventory.get_item(i) != null
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)
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for i in range(inventory.items.size()):
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inventory_item_objects[i].update(inventory.get_item(i), i == inventory.current_item_ind)
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func generate_inventory_item_objects(nb : int = 1) -> Array[InventoryGuiItem]:
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var objects : Array[InventoryGuiItem] = []
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func generate_inventory_item_objects(inventory: Inventory, nb: int = 1) -> Array[InventoryGuiItem]:
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var objects: Array[InventoryGuiItem] = []
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for i in range(nb):
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var o = inventory_item_scene.instantiate() as InventoryGuiItem
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add_child(o)
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objects.append(o)
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o.item_clicked.connect(func(): change_current_item_ind(inventory, i))
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return objects
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func change_current_item_ind(inventory: Inventory, new_ind: int):
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inventory.set_current_item(new_ind)
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@@ -68,7 +68,7 @@ class TakeShovelStep extends Step:
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return []
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func is_step_over(p : Player) -> bool:
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return p.inventory.length() > 0
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return p.inventory.items.size() > 0
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class DigLootStep extends Step:
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func generate_indicators(p: Player) -> Array[InGameIndicator]:
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