45 lines
1.3 KiB
GDScript
45 lines
1.3 KiB
GDScript
extends Resource
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class_name Inventory
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signal inventory_changed(inventory: Inventory)
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@export var items: Array[Item] = []
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@export var max_items: int = 1
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func add_item(item: Item):
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if items.size() < max_items:
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items.append(item)
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emit_signal("inventory_changed", self)
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return true
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else:
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return false
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func add_items(items_to_add: Array[Item], fillup: bool = false):
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if fillup:
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var has_changed := false
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for i in min(items_to_add.size(), max_items - items.size()):
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items.append(items_to_add[i])
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has_changed = true
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if has_changed:
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emit_signal("inventory_changed", self)
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return has_changed
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elif !fillup && items.size() + items_to_add.size() < max_items:
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items.append_array(items_to_add)
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emit_signal("inventory_changed", self)
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return true
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func get_item(ind: int = 0):
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return items[ind]
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func get_and_remove_item(ind: int = 0):
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var item_removed: Item = items.pop_at(ind)
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emit_signal("inventory_changed", self)
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return item_removed
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func swap_items(item_to_add: Item, ind_to_get: int = 0):
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var item_to_get := items[ind_to_get]
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items[ind_to_get] = item_to_add
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emit_signal("inventory_changed", self)
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return item_to_get
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