gros dev pre proto
* Changement de l'UI, ajouts de l'inspecteur par carte et changement de police * Ajout d'un semblant d'exploration * Ajout de la sauvegarde des entités * Restructuration mineure de l'arborescence * Fix divers et réécriture des textes
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81
entities/player/inventory/scripts/item.gd
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81
entities/player/inventory/scripts/item.gd
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extends Resource
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class_name Item
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const TYPE_ICON = preload("res://common/icons/backpack.svg")
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const ACTION_ICON = preload("res://common/icons/swipe-down.svg")
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const ENERGY_ICON = preload("res://common/icons/bolt.svg")
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const ONE_TIME_ICON = preload("res://common/icons/circle-number-1.svg")
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var name: String : get = get_item_name
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var description: String : get = get_description
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var icon: Texture2D : get = get_icon
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var usage_zone_radius: int = 5 : get = get_usage_zone_radius
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var energy_usage : int = 1 : get = get_energy_used
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func get_item_name() -> String:
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return name
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func get_description() -> String:
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return description
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func get_icon() -> Texture2D:
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return icon
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func get_energy_used() -> int:
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return energy_usage
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func get_usage_zone_radius() -> int:
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return usage_zone_radius
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func get_usage_object_affected(_i : InspectableEntity) -> bool:
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return false
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func is_one_time_use():
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return false
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func can_use(_player : Player, zone: Player.ActionZone) -> bool:
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return false
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func use_text() -> String:
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return ""
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func use(_player : Player, zone: Player.ActionZone):
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return false
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func card_info() -> CardInfo:
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var info = CardInfo.new(
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get_item_name()
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)
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info.texture = icon
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info.type_icon = TYPE_ICON
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info.stats.append(
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CardStatInfo.new(
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"Cost %d energy" % energy_usage,
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ENERGY_ICON
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)
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)
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if is_one_time_use():
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info.stats.append(
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CardStatInfo.new(
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"One time use",
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ONE_TIME_ICON
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)
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)
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var effect_section = CardSectionInfo.new(
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"Effect",
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get_description()
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)
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effect_section.title_icon = ACTION_ICON
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if energy_usage > 0:
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effect_section.title_icon = ENERGY_ICON
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info.sections.append(effect_section)
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return info
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func get_particles() -> Array[Particles.Parameters]:
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return []
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