refonte de l'inventaire en 3D et nettoyage des prints
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62
gui/game/inventory_gui/scripts/inventory_3d.gd
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62
gui/game/inventory_gui/scripts/inventory_3d.gd
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@tool
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extends Node3D
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class_name Inventory3D
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const INVENTORY_OBJECT_SIZE = 0.2
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const SEPARATOR_SIZE = 0.1
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@export var inventory_item_scene: PackedScene
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@export var bar: TextureRect
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@export var test_inventory : Inventory
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var last_n_tools = -1
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var inventory_item_objects: Array[InventoryItem3D] = []
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@export_tool_button("Test Update", "Callable") var update_action = func() : update(test_inventory)
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func _ready():
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if not Engine.is_editor_hint():
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GameInfo.game_data.player_data.inventory.updated.connect(update)
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update(GameInfo.game_data.player_data.inventory)
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func update(inventory : Inventory):
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if len(inventory.items) != len(inventory_item_objects) or last_n_tools != inventory.n_tools:
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create_inventory_objects(inventory)
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for i in range(len(inventory.items)):
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var item : Item= inventory.items[i]
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var object : InventoryItem3D = inventory_item_objects[i]
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object.item = inventory.items[i]
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if inventory.current_item_ind == i:
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object.state = (
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InventoryItem3D.State.TOOL if i < inventory.n_tools
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else InventoryItem3D.State.ITEM
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)
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else:
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object.state = InventoryItem3D.State.BLACK
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func create_inventory_objects(inventory : Inventory):
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for c in %Items3D.get_children():
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c.queue_free()
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last_n_tools = inventory.n_tools
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inventory_item_objects = []
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for i in range(len(inventory.items)):
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var new_inventory_object := (inventory_item_scene.instantiate() as InventoryItem3D)
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%Items3D.add_child(new_inventory_object)
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new_inventory_object.position.x = -INVENTORY_OBJECT_SIZE * i
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if i >= inventory.n_tools:
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new_inventory_object.position.x -= SEPARATOR_SIZE
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inventory_item_objects.append(new_inventory_object)
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%Items3D.position.x = (
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(len(inventory_item_objects) - 1) * INVENTORY_OBJECT_SIZE + SEPARATOR_SIZE
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) / 2
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%ItemSeparator.position.x = (
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%Items3D.position.x
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- (inventory.n_tools) * INVENTORY_OBJECT_SIZE
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+ SEPARATOR_SIZE/2
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)
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