refonte de l'inventaire en 3D et nettoyage des prints
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@@ -1,36 +1,47 @@
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extends HBoxContainer
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@tool
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extends Control
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class_name InventoryGui
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@export var inventory_item_scene: PackedScene
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@export var bar: TextureRect
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const SEPARATOR_OBJECT_SIZE = 40
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var inventory_item_objects: Array[InventoryGuiItem]
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@export var test_size : int
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@export var test_n_tool : int
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var last_n_tools = -1
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var last_inventory_size = 0
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@export_tool_button("Test Update", "Callable") var update_action = func() : generate_inventory_mouse_detectors(test_size,test_n_tool,true)
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func _ready():
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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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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_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, inventory.items.size())
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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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if last_inventory_size != len(inventory.items) or last_n_tools != inventory.n_tools:
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last_inventory_size = len(inventory.items)
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last_n_tools = inventory.n_tools
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generate_inventory_mouse_detectors(last_inventory_size, last_n_tools)
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func generate_inventory_mouse_detectors(inventory_size: int, n_tool : int, test = false):
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for c in %InventoryMouseDetectors.get_children():
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c.queue_free()
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move_child(bar, inventory.n_tools)
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bar.visible = inventory.n_tools > 0 && inventory.items.size() > inventory.n_tools
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for i in range(inventory_size):
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if i == n_tool:
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%InventoryMouseDetectors.add_child(generate_separator(test))
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%InventoryMouseDetectors.add_child(generate_item_mouse_detector(i, test))
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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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move_child(o, i)
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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 generate_item_mouse_detector(index : int, test = false) -> ColorRect:
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return InventoryGuiItemMouseDetector.new(index, test)
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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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func generate_separator(test = false) -> ColorRect:
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var separator = ColorRect.new()
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separator.custom_minimum_size = Vector2(SEPARATOR_OBJECT_SIZE, SEPARATOR_OBJECT_SIZE)
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separator.color = Color.RED
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if test:
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separator.color.a = 0.5
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else :
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separator.color.a = 0.
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return separator
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