Moved Bar slot selection handling to inventory manager

remotes/checkIfPRContentChanged-1749884192368007736/inventory
cblech 8 months ago
parent ae4f7d9c58
commit d76218f88f

@ -2,5 +2,6 @@
<PropertyGroup>
<TargetFramework>net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<Nullable>enable</Nullable>
</PropertyGroup>
</Project>

@ -0,0 +1,5 @@
<wpf:ResourceDictionary xml:space="preserve" xmlns:x="http://schemas.microsoft.com/winfx/2006/xaml" xmlns:s="clr-namespace:System;assembly=mscorlib" xmlns:ss="urn:shemas-jetbrains-com:settings-storage-xaml" xmlns:wpf="http://schemas.microsoft.com/winfx/2006/xaml/presentation">
<s:String x:Key="/Default/PatternsAndTemplates/LiveTemplates/Template/=0B2502BD29F5EC4798EEFD2950AA7E06/Description/@EntryValue">Godot Signal</s:String>
<s:String x:Key="/Default/PatternsAndTemplates/LiveTemplates/Template/=0B2502BD29F5EC4798EEFD2950AA7E06/Text/@EntryValue">[Signal]
public delegate void $SignalName$EventHandler($END$);</s:String>
<s:String x:Key="/Default/PatternsAndTemplates/LiveTemplates/Template/=0B2502BD29F5EC4798EEFD2950AA7E06/Field/=SignalName/Expression/@EntryValue">suggestVariableName()</s:String></wpf:ResourceDictionary>

@ -1,13 +1,27 @@
#nullable enable
using System;
using Godot;
namespace Babushka.scripts.CSharp.Common.Inventory;
public partial class InventoryManager : Node
{
public static InventoryManager Instance { get; private set; }
[Signal]
public delegate void SlotIndexChangedEventHandler(int newIndex);
public InventoryInstance playerInventory;
public static InventoryManager Instance { get; private set; } = null!;
public int CurrentSelectedSlotIndex
{
get => _currentSelectedSlotIndex;
set
{
_currentSelectedSlotIndex = value;
EmitSignalSlotIndexChanged(_currentSelectedSlotIndex);
}
}
public InventoryInstance playerInventory = new InventoryInstance();
private int _currentSelectedSlotIndex = 0;
public override void _EnterTree()
{
@ -16,7 +30,6 @@ public partial class InventoryManager : Node
public override void _Ready()
{
playerInventory = new InventoryInstance();
playerInventory.SlotAmount = 37;
}
@ -68,4 +81,14 @@ public partial class InventoryManager : Node
{
return playerInventory.AddItem(itemInstance);
}
public InventorySlot GetCurrentSelectedSlot()
{
if (CurrentSelectedSlotIndex < 0 || CurrentSelectedSlotIndex > 8)
throw new ArgumentOutOfRangeException(
nameof(CurrentSelectedSlotIndex),
"currentInventoryBarIndex must be between 0 and 8 (inclusively)");
return playerInventory.Slots[CurrentSelectedSlotIndex];
}
}

@ -1,4 +1,3 @@
#nullable enable
using Godot;
namespace Babushka.scripts.CSharp.Common.Inventory;
@ -12,8 +11,6 @@ public partial class InventoryUi : Control
private int? _slotOnMouse;
private int _selectedSlot = 0;
private bool _inventoryExtended = false;
private Tween? _inventoryExtensionTween;
@ -63,7 +60,7 @@ public partial class InventoryUi : Control
private void SetSlotSelectPosition()
{
_slotSelect.Position = new Vector2(_selectedSlot * 100, 0);
_slotSelect.Position = new Vector2(InventoryManager.Instance.CurrentSelectedSlotIndex * 100, 0);
}
private void PopulateSlots()
@ -128,17 +125,17 @@ public partial class InventoryUi : Control
if (Input.IsActionJustPressed("ui_inventory_disadvance"))
{
_selectedSlot++;
if (_selectedSlot > 9)
_selectedSlot = 0;
InventoryManager.Instance.CurrentSelectedSlotIndex++;
if (InventoryManager.Instance.CurrentSelectedSlotIndex > 8)
InventoryManager.Instance.CurrentSelectedSlotIndex = 0;
SetSlotSelectPosition();
}
if (Input.IsActionJustPressed("ui_inventory_advance"))
{
_selectedSlot--;
if (_selectedSlot < 0)
_selectedSlot = 9;
InventoryManager.Instance.CurrentSelectedSlotIndex--;
if (InventoryManager.Instance.CurrentSelectedSlotIndex < 0)
InventoryManager.Instance.CurrentSelectedSlotIndex = 8;
SetSlotSelectPosition();
}
}

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