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Babushka/scripts/CSharp/Common/Inventory/InventoryUi.cs

78 lines
2.3 KiB

using Godot;
namespace Babushka.scripts.CSharp.Common.Inventory;
public partial class InventoryUi : Control
{
private GridContainer _slots;
private InventoryInstance _playerInventory;
private int? _slotOnMouse;
public override void _Ready()
{
GD.Print("Ready inventory ui");
_slots = GetNode<GridContainer>("Slots");
_playerInventory = InventoryManager.Instance.playerInventory;
PopulateSlots();
SetSlotContent();
}
public override void _ExitTree()
{
UnsubscribeSlots();
}
private void SetSlotContent()
{
for (var i = 0; i < _playerInventory.Slots.Count; i++)
{
var inventorySlot = _playerInventory.Slots[i];
var uiSlot = _slots.GetChild(i) as SlotUi;
uiSlot!.nameLabel.Text = inventorySlot.itemInstance?.blueprint.name ?? "";
uiSlot!.nameLabel.LabelSettings = uiSlot!.nameLabel.LabelSettings.Duplicate() as LabelSettings;
uiSlot!.nameLabel.LabelSettings!.FontColor = inventorySlot.itemInstance?.blueprint.color ?? Colors.White;
}
}
private void PopulateSlots()
{
var slotPackedScene = GD.Load<PackedScene>("res://prefabs/UI/Inventory/Slot.tscn");
for (var index = 0; index < _playerInventory.Slots.Count; index++)
{
var slotInstance = slotPackedScene.Instantiate<SlotUi>();
slotInstance.index = index;
slotInstance.Clicked += SlotClicked;
_slots.AddChild(slotInstance);
}
}
private void UnsubscribeSlots()
{
for (var index = 0; index < _playerInventory.Slots.Count; index++)
{
var slotInstance = _slots.GetChild(index) as SlotUi;
slotInstance!.Clicked -= SlotClicked;
}
}
private void SlotClicked(int index)
{
GD.Print($"Clicked slot {index}");
if (_slotOnMouse == null)
{
_slotOnMouse = index;
GD.Print($"Slot on mouse: {_slotOnMouse}");
}
else
{
var sourceSlot = _slotOnMouse.Value;
var destinationSlot = index;
InventoryManager.Instance.MoveItem(_playerInventory, sourceSlot, _playerInventory, destinationSlot);
_slotOnMouse = null;
SetSlotContent();
}
}
}