Files
seeding-planets/gui/game/inventory_gui/scripts/inventory_3d.gd

63 lines
2.1 KiB
GDScript

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