seeding-planets/common/inventory/scripts/inventory.gd

66 lines
1.6 KiB
GDScript

extends Resource
class_name Inventory
signal inventory_changed(inventory: Inventory)
@export var items: Array[Item] = []
@export var max_items: int = 1
func add_item(item: Item):
if items.size() < max_items:
items.append(item)
emit_signal("inventory_changed", self)
return true
else:
return false
func add_items(items_to_add: Array[Item], fillup: bool = false):
if fillup:
var has_changed := false
for i in min(items_to_add.size(), max_items - items.size()):
items.append(items_to_add[i])
has_changed = true
if has_changed:
emit_signal("inventory_changed", self)
return has_changed
elif !fillup && items.size() + items_to_add.size() < max_items:
items.append_array(items_to_add)
emit_signal("inventory_changed", self)
return true
func lenght() -> int:
return len(items)
func set_item(item : Item, ind: int = 0) -> bool:
if ind >= max_items:
return false
while len(items) <= ind:
items.append(null)
items[ind] = item
emit_signal("inventory_changed", self)
return true
func get_item(ind: int = 0) -> Item:
if len(items) <= ind:
return null;
return items[ind]
func has_item(item : Item) -> bool:
return item in items
func remove_item(item : Item):
items.erase(item)
emit_signal("inventory_changed", self)
func pop_item(ind: int = 0) -> Item:
var item_removed: Item = items.pop_at(ind)
emit_signal("inventory_changed", self)
return item_removed
func swap_items(item_to_add: Item, ind_to_get: int = 0) -> Item:
var item_to_get := items[ind_to_get]
items[ind_to_get] = item_to_add
emit_signal("inventory_changed", self)
return item_to_get