tools separated in inv
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@@ -1,9 +1,10 @@
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[gd_scene load_steps=3 format=3 uid="uid://clicjf8ts51h8"]
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[gd_scene format=3 uid="uid://clicjf8ts51h8"]
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[ext_resource type="Script" uid="uid://dplbbs2dlq308" path="res://gui/game/inventory_gui/scripts/inventory_gui.gd" id="1_himlj"]
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[ext_resource type="PackedScene" uid="uid://dadihouw8o3jx" path="res://gui/game/inventory_gui/inventory_item/inventory_gui_item.tscn" id="2_0vvyy"]
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[ext_resource type="Texture2D" uid="uid://dw80a4c5iekir" path="res://common/icons/bar.png" id="3_hqvrf"]
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[node name="Inventory" type="HBoxContainer"]
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[node name="Inventory" type="HBoxContainer" unique_id=1144799110 node_paths=PackedStringArray("bar")]
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custom_minimum_size = Vector2(48, 48)
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offset_right = 156.0
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offset_bottom = 153.0
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@@ -11,3 +12,8 @@ size_flags_horizontal = 0
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size_flags_vertical = 0
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script = ExtResource("1_himlj")
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inventory_item_scene = ExtResource("2_0vvyy")
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bar = NodePath("Bar")
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[node name="Bar" type="TextureRect" parent="." unique_id=60027067]
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layout_mode = 2
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texture = ExtResource("3_hqvrf")
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@@ -2,30 +2,35 @@ 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 bar: TextureRect
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var inventory_item_objects: Array[InventoryGuiItem]
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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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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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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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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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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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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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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 change_current_item_ind(inventory: Inventory, new_ind: int):
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inventory.set_current_item(new_ind)
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inventory.set_current_item(new_ind)
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