amélioration de l'UI de l'inventaire et ajout de la récompense d'amélioration de taille d'inventaire #52
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@@ -1,16 +1,14 @@
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extends Node
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signal inspected_entity_changed(e : InspectableEntity)
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signal inspected_changed(info : Inspector.Info)
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const DEFAULT_ACTION_COLOR = Color.WHITE
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const ENERGY_ACTION_COLOR = Color("ffff2b")
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@export var default_cursor : Texture2D
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var inspected_entity : InspectableEntity = null :
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set(e):
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inspected_entity = e
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inspected_entity_changed.emit(e)
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var inspected : Node = null
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var inspected_info : Inspector.Info = null
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var player : Player # renseigné par Player
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var can_interact : bool = false
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var current_selected_item : Item = null
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@@ -32,7 +30,7 @@ func _input(_event):
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if Input.is_action_just_pressed("action"):
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if can_interact:
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var interactable = inspected_entity as Interactable
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var interactable = inspected as Interactable
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player.try_interact(interactable)
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elif can_use_item:
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player.try_use_item(
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@@ -45,9 +43,9 @@ func _process(_delta):
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if player:
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can_interact = (
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inspected_entity
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and inspected_entity is Interactable
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and player.can_interact(inspected_entity)
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inspected
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and inspected is Interactable
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and player.can_interact(inspected)
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)
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current_selected_item = player.inventory.get_item()
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@@ -67,24 +65,27 @@ func _process(_delta):
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update_inspector()
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func inspect_entity(entity : InspectableEntity):
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if inspected_entity and inspected_entity != entity:
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inspected_entity.inspected = false
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inspected_entity = entity
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inspected_entity.inspected = true
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func inspect(node : Node, info : Inspector.Info):
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if inspected and inspected != node and inspected.has_method("inspect"):
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inspected.inspect(false)
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inspected_info = info
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inspected = node
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inspected_changed.emit(inspected_info)
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if inspected.has_method("inspect"):
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inspected.inspect(true)
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update_inspector()
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func update_inspector():
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%InspectorText.visible = inspected_entity != null
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if inspected_entity:
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%InspectorText.text = inspected_entity.pointer_text()
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%InspectorText.visible = inspected != null
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if inspected and inspected is InspectableEntity:
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%InspectorText.text = inspected.pointer_text()
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if player:
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if can_interact and inspected_entity and inspected_entity is Interactable:
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if can_interact and inspected and inspected is Interactable:
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%Action.visible = true
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%ActionText.text = inspected_entity.interact_text()
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%Action.modulate = DEFAULT_ACTION_COLOR if inspected_entity.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
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%ActionEnergyImage.visible = inspected_entity.interaction_cost(player) != 0
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%ActionText.text = inspected.interact_text()
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%Action.modulate = DEFAULT_ACTION_COLOR if inspected.interaction_cost(player) == 0 else ENERGY_ACTION_COLOR
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%ActionEnergyImage.visible = inspected.interaction_cost(player) != 0
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elif can_use_item and current_selected_item:
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%Action.visible = true
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%ActionText.text = current_selected_item.use_text()
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@@ -96,8 +97,11 @@ func update_inspector():
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else:
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%Action.visible = false
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func stop_inspect_entity(entity : InspectableEntity):
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entity.inspected = false
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if inspected_entity == entity:
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inspected_entity = null
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func stop_inspect(node : Node):
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if node.has_method("inspect"):
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node.inspect(false)
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if inspected == node:
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inspected = null
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inspected_info = null
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inspected_changed.emit(inspected_info)
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update_inspector()
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