Improved Inventory UI (more in the middle, adapt to viewport size, new selector image)

This commit is contained in:
2025-07-05 12:18:28 +02:00
parent ba429d7b84
commit 4a0b2cd550
4 changed files with 59 additions and 54 deletions
+12 -17
View File
@@ -4,29 +4,22 @@ namespace Babushka.scripts.CSharp.Common.Inventory;
public partial class InventoryUi : Control
{
private Control _slots;
private Control _slotsMover;
[Export] private Control _slotsParent;
[Export] private Control _slotsMover;
[Export] private Control[] _headerSlots;
[Export] private Control _slotSelect;
private InventoryInstance _playerInventory;
private Control _slotSelect;
private int? _slotOnMouse;
private bool _inventoryExtended = false;
private Tween? _inventoryExtensionTween;
[Export]
private float _inventoryClosedOffset = 0f;
[Export]
private float _inventoryOpenedOffset = 200f;
public override void _Ready()
{
GD.Print("Ready inventory ui");
_slots = GetNode<Control>("SlotsContainer/SlotsMover/Slots");
_slotsMover = GetNode<Control>("SlotsContainer/SlotsMover");
_playerInventory = InventoryManager.Instance.playerInventory;
_slotSelect = GetNode<Control>("SlotsContainer/SlotSelectContainer/Selector");
//PopulateSlots();
SubscribeSlots();
SetSlotContent();
@@ -44,7 +37,7 @@ public partial class InventoryUi : Control
for (var i = 0; i < _playerInventory.Slots.Count; i++)
{
var inventorySlot = _playerInventory.Slots[i];
var uiSlot = _slots.GetChild(i) as SlotUi;
var uiSlot = _slotsParent.GetChild(i) as SlotUi;
if (inventorySlot.itemInstance != null)
{
@@ -82,7 +75,7 @@ public partial class InventoryUi : Control
private void SetSlotSelectPosition()
{
_slotSelect.Position = new Vector2(InventoryManager.Instance.CurrentSelectedSlotIndex * 100, 0);
_slotSelect.GlobalPosition = _headerSlots[InventoryManager.Instance.CurrentSelectedSlotIndex].GlobalPosition;
}
private void PopulateSlots()
@@ -93,7 +86,7 @@ public partial class InventoryUi : Control
var slotInstance = slotPackedScene.Instantiate<SlotUi>();
slotInstance.index = index;
slotInstance.Clicked += SlotClicked;
_slots.AddChild(slotInstance);
_slotsParent.AddChild(slotInstance);
}
}
@@ -101,7 +94,7 @@ public partial class InventoryUi : Control
{
for (var index = 0; index < _playerInventory.Slots.Count; index++)
{
var slotInstance = _slots.GetChild<SlotUi>(index);
var slotInstance = _slotsParent.GetChild<SlotUi>(index);
slotInstance.index = index;
slotInstance.Clicked += SlotClicked;
}
@@ -111,7 +104,7 @@ public partial class InventoryUi : Control
{
for (var index = 0; index < _playerInventory.Slots.Count; index++)
{
var slotInstance = _slots.GetChild(index) as SlotUi;
var slotInstance = _slotsParent.GetChild(index) as SlotUi;
slotInstance!.Clicked -= SlotClicked;
}
}
@@ -141,6 +134,8 @@ public partial class InventoryUi : Control
{
if (Input.IsActionJustPressed("ui_inventory_open_close"))
{
// We adjust the offset value in accordance with the screen height to make sure that the inventory is always in the middle of the screen.
_inventoryOpenedOffset = (GetViewportRect().Size.Y / 2 + 400) * (-1);
InputInventoryOpenClose();
}