模板脚本文件
This commit is contained in:
@@ -0,0 +1,422 @@
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class_name InventoryUI
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extends Control
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signal inventory_closed
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const SAFE_AREA_MARGIN := 16.0
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const TOOLTIP_MAX_WIDTH := 280.0
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const TOOLTIP_MAX_HEIGHT := 240.0
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const TOOLTIP_SCREEN_MARGIN := 10.0
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const TOOLTIP_HORIZONTAL_PADDING := 16.0
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const TOOLTIP_VERTICAL_PADDING := 16.0
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const SLOT_INDEX_WEAPON := -1
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const SLOT_INDEX_HAT := -2
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const SLOT_INDEX_BACKPACK := -3
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var current_player: Character
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var slot_ui_scene: PackedScene
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var slot_uis: Array[InventorySlotUI] = []
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var current_item: Item
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var current_slot_index: int
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var weapon_slot_ui: InventorySlotUI
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var hat_slot_ui: InventorySlotUI
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var backpack_slot_ui: InventorySlotUI
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var _tooltip_layout_request := 0
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var _tooltip_should_be_visible := false
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@onready var grid_container: GridContainer = get_node(
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"SafeArea/CenterContainer/InventoryPanels/InventoryPanel/MarginContainer/VBoxContainer/GridContainer"
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)
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@onready var close_button: Button = get_node(
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"SafeArea/CenterContainer/InventoryPanels/InventoryPanel/MarginContainer/VBoxContainer/TitleBar/CloseButton"
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)
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@onready var tooltip: Control = $ItemTooltip
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@onready var tooltip_label: RichTextLabel = $ItemTooltip/Panel/MarginContainer/TooltipText
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@onready var inventory_panels: HBoxContainer = $SafeArea/CenterContainer/InventoryPanels
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func _ready():
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slot_ui_scene = preload("res://scenes/ui/inventory_slot_ui.tscn")
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grid_container.columns = 4
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close_button.pressed.connect(_on_close_pressed)
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tooltip.visible = false
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_create_slot_uis()
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_create_hat_slot_ui()
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_create_weapon_slot_ui()
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_create_backpack_slot_ui()
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resized.connect(_update_responsive_layout)
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call_deferred("_update_responsive_layout")
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func _create_hat_slot_ui():
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hat_slot_ui = slot_ui_scene.instantiate() as InventorySlotUI
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hat_slot_ui.custom_minimum_size = Vector2(64, 64)
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hat_slot_ui.parent_inventory = self
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hat_slot_ui.slot_type = InventorySlotUI.TYPE.HAT
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hat_slot_ui.slot_clicked.connect(_on_slot_clicked)
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hat_slot_ui.item_hovered.connect(_on_item_hovered)
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hat_slot_ui.item_unhovered.connect(_on_item_unhovered)
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(
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get_node(
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"SafeArea/CenterContainer/InventoryPanels/EquipmentPanel/MarginContainer/VBoxContainer/HatSlotContainer"
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)
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. add_child(hat_slot_ui)
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)
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func _create_weapon_slot_ui():
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weapon_slot_ui = slot_ui_scene.instantiate() as InventorySlotUI
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weapon_slot_ui.custom_minimum_size = Vector2(64, 64)
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weapon_slot_ui.parent_inventory = self
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weapon_slot_ui.slot_type = InventorySlotUI.TYPE.WEAPON
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weapon_slot_ui.slot_clicked.connect(_on_slot_clicked)
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weapon_slot_ui.item_hovered.connect(_on_item_hovered)
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weapon_slot_ui.item_unhovered.connect(_on_item_unhovered)
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(
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get_node(
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"SafeArea/CenterContainer/InventoryPanels/EquipmentPanel/MarginContainer/VBoxContainer/WeaponSlotContainer"
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)
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. add_child(weapon_slot_ui)
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)
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func _create_backpack_slot_ui() -> void:
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backpack_slot_ui = slot_ui_scene.instantiate() as InventorySlotUI
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backpack_slot_ui.custom_minimum_size = Vector2(64, 64)
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backpack_slot_ui.parent_inventory = self
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backpack_slot_ui.slot_type = InventorySlotUI.TYPE.BACKPACK
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backpack_slot_ui.slot_clicked.connect(_on_slot_clicked)
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backpack_slot_ui.item_hovered.connect(_on_item_hovered)
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backpack_slot_ui.item_unhovered.connect(_on_item_unhovered)
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(
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get_node(
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"SafeArea/CenterContainer/InventoryPanels/EquipmentPanel/MarginContainer/VBoxContainer/BackpackSlotContainer"
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)
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. add_child(backpack_slot_ui)
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)
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func _create_slot_uis():
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for child in grid_container.get_children():
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child.queue_free()
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slot_uis.clear()
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for i in range(PlayerInventory.MAX_INVENTORY_SIZE):
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var slot_ui = slot_ui_scene.instantiate() as InventorySlotUI
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slot_ui.custom_minimum_size = Vector2(64, 64)
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slot_ui.parent_inventory = self
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slot_ui.visible = i < PlayerInventory.BASE_INVENTORY_SIZE
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slot_ui.slot_clicked.connect(_on_slot_clicked)
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slot_ui.slot_double_clicked.connect(_on_slot_double_clicked)
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slot_ui.item_hovered.connect(_on_item_hovered)
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slot_ui.item_unhovered.connect(_on_item_unhovered)
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slot_ui.set_slot_data(null, i)
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grid_container.add_child(slot_ui)
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slot_uis.append(slot_ui)
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func update_inventory_display():
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if not current_player or not current_player.get_inventory():
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return
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var player_inventory = current_player.get_inventory()
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var active_slot_count := player_inventory.get_active_slot_count()
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for i in range(slot_uis.size()):
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slot_uis[i].visible = i < active_slot_count
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if i < active_slot_count:
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slot_uis[i].set_slot_data(player_inventory.get_slot(i), i)
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else:
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slot_uis[i].set_slot_data(null, i)
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weapon_slot_ui.set_slot_data(player_inventory.equipped_weapon, SLOT_INDEX_WEAPON)
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hat_slot_ui.set_slot_data(player_inventory.equipped_hat, SLOT_INDEX_HAT)
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backpack_slot_ui.set_slot_data(player_inventory.equipped_backpack, SLOT_INDEX_BACKPACK)
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call_deferred("_update_responsive_layout")
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func _on_slot_clicked(slot_index: int, button: int):
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if button == MOUSE_BUTTON_RIGHT:
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_handle_right_click(slot_index)
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func _on_slot_double_clicked(slot_index: int) -> void:
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if not current_player or not current_player.get_inventory():
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return
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if slot_index < 0 or not current_player.get_inventory().is_slot_active(slot_index):
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return
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var slot := current_player.get_inventory().get_slot(slot_index)
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if not slot or slot.is_empty():
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return
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var item := ItemDatabase.get_item(slot.item_id)
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if not item or not item.context_options.has(Item.ContextOptions.EQUIP):
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return
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if (
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item.item_type != Item.ItemType.WEAPON
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and item.item_type != Item.ItemType.HAT
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and item.item_type != Item.ItemType.BACKPACK
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):
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return
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current_player.request_equip_item.rpc_id(1, slot_index, item.item_type)
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func _handle_right_click(slot_index: int):
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if not current_player or not current_player.get_inventory():
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return
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var player_inventory = current_player.get_inventory()
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current_slot_index = slot_index
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var slot: InventorySlot
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if slot_index == SLOT_INDEX_WEAPON:
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slot = player_inventory.equipped_weapon
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elif slot_index == SLOT_INDEX_HAT:
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slot = player_inventory.equipped_hat
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elif slot_index == SLOT_INDEX_BACKPACK:
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slot = player_inventory.equipped_backpack
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else:
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slot = player_inventory.get_slot(slot_index)
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if slot and not slot.is_empty():
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current_item = ItemDatabase.get_item(slot.item_id)
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if current_item:
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_hide_tooltip()
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var context_menu = PopupMenu.new()
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add_child(context_menu)
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context_menu.popup_hide.connect(context_menu.queue_free)
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context_menu.id_pressed.connect(_on_item_selected)
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if slot_index == SLOT_INDEX_WEAPON or slot_index == SLOT_INDEX_HAT or slot_index == SLOT_INDEX_BACKPACK:
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context_menu.add_item(
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_get_context_menu_string(Item.ContextOptions.UNEQUIP), Item.ContextOptions.UNEQUIP
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)
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else:
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for item_option in current_item.context_options:
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context_menu.add_item(_get_context_menu_string(item_option), item_option)
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context_menu.set_position(get_viewport().get_mouse_position())
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context_menu.popup()
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func _on_item_selected(index: int):
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if not current_player or not current_player.get_inventory():
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return
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if index == Item.ContextOptions.EQUIP:
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current_player.request_equip_item.rpc_id(1, current_slot_index, current_item.item_type)
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elif index == Item.ContextOptions.UNEQUIP:
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current_player.request_unequip_item.rpc_id(1, current_item.item_type)
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elif index == Item.ContextOptions.DROP:
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if current_item.scene_path.is_empty() or not ResourceLoader.exists(current_item.scene_path):
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push_warning(
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"Cannot drop item '" + current_item.id + "': invalid scene path '" + current_item.scene_path + "'"
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)
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return
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current_player.add_world_item.rpc_id(
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1, current_item.scene_path, current_player.get_node("GodotRobot3D/InfrontArea3D").global_position
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)
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current_player.request_remove_item.rpc_id(1, current_item.id, 1)
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refresh_display()
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func _on_item_hovered(_slot_index: int, item: Item):
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_show_tooltip(item)
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func _on_item_unhovered():
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_hide_tooltip()
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func _show_tooltip(item: Item):
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if not item:
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return
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var tooltip_content = "[font_size=18][b][color=#FFD700]" + item.name + "[/color][/b][/font_size]\n"
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tooltip_content += "[color=#CCCCCC]" + item.description + "[/color]\n"
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tooltip_content += "[color=#87CEEB]Type:[/color] " + _get_item_type_string(item.item_type) + "\n"
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tooltip_content += "[color=#FF69B4]Rarity:[/color] " + _get_rarity_string(item.rarity) + "\n"
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tooltip_content += "[color=#FFD700]Value:[/color] " + str(item.value) + " gold"
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if item.stackable:
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tooltip_content += "\n[color=#98FB98]Max Stack:[/color] " + str(item.max_stack)
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tooltip_label.text = tooltip_content
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_tooltip_should_be_visible = true
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_queue_tooltip_layout()
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func _hide_tooltip():
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_tooltip_should_be_visible = false
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_tooltip_layout_request += 1
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tooltip.visible = false
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tooltip.modulate = Color.WHITE
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func _queue_tooltip_layout() -> void:
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_set_tooltip_width()
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_tooltip_layout_request += 1
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var request_id := _tooltip_layout_request
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tooltip.modulate = Color(1.0, 1.0, 1.0, 0.0)
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tooltip.visible = true
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_apply_tooltip_layout_after_frame(request_id)
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func _apply_tooltip_layout_after_frame(request_id: int) -> void:
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await get_tree().process_frame
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if request_id != _tooltip_layout_request or not _tooltip_should_be_visible or not tooltip or not tooltip_label:
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return
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var tooltip_size := tooltip.size
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var available_height := minf(TOOLTIP_MAX_HEIGHT, maxf(1.0, size.y - TOOLTIP_SCREEN_MARGIN * 2.0))
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tooltip_size.y = minf(float(tooltip_label.get_content_height()) + TOOLTIP_VERTICAL_PADDING, available_height)
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tooltip.size = tooltip_size
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_position_tooltip_smartly()
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tooltip.modulate = Color.WHITE
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func _set_tooltip_width() -> void:
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var tooltip_size := tooltip.size
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var available_width := maxf(1.0, size.x - TOOLTIP_SCREEN_MARGIN * 2.0)
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tooltip_size.x = minf(TOOLTIP_MAX_WIDTH, available_width)
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tooltip.size = tooltip_size
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var label_minimum_size := tooltip_label.custom_minimum_size
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label_minimum_size.x = maxf(1.0, tooltip_size.x - TOOLTIP_HORIZONTAL_PADDING)
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tooltip_label.custom_minimum_size = label_minimum_size
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var label_size := tooltip_label.size
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label_size.x = label_minimum_size.x
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tooltip_label.size = label_size
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func _position_tooltip_smartly():
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var mouse_pos = get_global_mouse_position()
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var tooltip_size = tooltip.size
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var viewport_size = get_viewport().get_visible_rect().size
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var tooltip_pos = mouse_pos + Vector2.ONE * TOOLTIP_SCREEN_MARGIN
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if tooltip_pos.x + tooltip_size.x > viewport_size.x - TOOLTIP_SCREEN_MARGIN:
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tooltip_pos.x = mouse_pos.x - tooltip_size.x - TOOLTIP_SCREEN_MARGIN
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if tooltip_pos.y + tooltip_size.y > viewport_size.y - TOOLTIP_SCREEN_MARGIN:
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tooltip_pos.y = mouse_pos.y - tooltip_size.y - TOOLTIP_SCREEN_MARGIN
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var max_x := maxf(TOOLTIP_SCREEN_MARGIN, viewport_size.x - tooltip_size.x - TOOLTIP_SCREEN_MARGIN)
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var max_y := maxf(TOOLTIP_SCREEN_MARGIN, viewport_size.y - tooltip_size.y - TOOLTIP_SCREEN_MARGIN)
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tooltip_pos.x = clampf(tooltip_pos.x, TOOLTIP_SCREEN_MARGIN, max_x)
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tooltip_pos.y = clampf(tooltip_pos.y, TOOLTIP_SCREEN_MARGIN, max_y)
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tooltip.global_position = tooltip_pos
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func _update_responsive_layout() -> void:
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if not inventory_panels or not tooltip:
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return
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var available_size := Vector2(
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maxf(1.0, size.x - SAFE_AREA_MARGIN * 2.0), maxf(1.0, size.y - SAFE_AREA_MARGIN * 2.0)
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)
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var content_size := inventory_panels.size
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if content_size.x > 0.0 and content_size.y > 0.0:
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var scale_factor := minf(1.0, minf(available_size.x / content_size.x, available_size.y / content_size.y))
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inventory_panels.pivot_offset = content_size * 0.5
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inventory_panels.scale = Vector2.ONE * scale_factor
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_set_tooltip_width()
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if _tooltip_should_be_visible:
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_queue_tooltip_layout()
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func _get_item_type_string(type: Item.ItemType) -> String:
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var type_name := "Unknown"
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match type:
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Item.ItemType.WEAPON:
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type_name = "Weapon"
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Item.ItemType.HAT:
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type_name = "Hat"
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Item.ItemType.BACKPACK:
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type_name = "Backpack"
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Item.ItemType.CONSUMABLE:
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type_name = "Consumable"
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Item.ItemType.TOOL:
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type_name = "Tool"
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Item.ItemType.MISC:
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type_name = "Miscellaneous"
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return type_name
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func _get_rarity_string(rarity: Item.ItemRarity) -> String:
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match rarity:
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Item.ItemRarity.COMMON:
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return "Common"
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Item.ItemRarity.UNCOMMON:
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return "Uncommon"
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Item.ItemRarity.RARE:
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return "Rare"
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Item.ItemRarity.EPIC:
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return "Epic"
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Item.ItemRarity.LEGENDARY:
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return "Legendary"
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_:
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return "Unknown"
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func _get_context_menu_string(context: Item.ContextOptions) -> String:
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match context:
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Item.ContextOptions.DROP:
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return "Drop"
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Item.ContextOptions.EQUIP:
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return "Equip"
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Item.ContextOptions.UNEQUIP:
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return "Unequip"
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_:
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return "Unknown"
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func handle_item_drop(from_slot: int, to_slot: int):
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if not current_player:
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return
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if from_slot == SLOT_INDEX_WEAPON:
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current_player.request_unequip_item.rpc_id(1, Item.ItemType.WEAPON, to_slot)
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elif from_slot == SLOT_INDEX_HAT:
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current_player.request_unequip_item.rpc_id(1, Item.ItemType.HAT, to_slot)
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elif from_slot == SLOT_INDEX_BACKPACK:
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current_player.request_unequip_item.rpc_id(1, Item.ItemType.BACKPACK, to_slot)
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else:
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current_player.request_move_item.rpc_id(1, from_slot, to_slot)
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func _on_close_pressed():
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_hide_tooltip()
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inventory_closed.emit()
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visible = false
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func open_inventory(player: Character = null):
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_hide_tooltip()
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if player:
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current_player = player
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update_inventory_display()
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visible = true
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func close_inventory():
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_hide_tooltip()
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visible = false
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func refresh_display():
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update_inventory_display()
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func handle_weapon_equip(from_slot: int, item: Dictionary):
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if current_player and from_slot >= 0 and item.inventory_type == Item.ItemType.WEAPON:
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current_player.request_equip_item.rpc_id(1, from_slot, Item.ItemType.WEAPON)
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func handle_hat_equip(from_slot: int, item: Dictionary):
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if current_player and from_slot >= 0 and item.inventory_type == Item.ItemType.HAT:
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current_player.request_equip_item.rpc_id(1, from_slot, Item.ItemType.HAT)
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func handle_backpack_equip(from_slot: int, item: Dictionary) -> void:
|
||||
if current_player and from_slot >= 0 and item.inventory_type == Item.ItemType.BACKPACK:
|
||||
current_player.request_equip_item.rpc_id(1, from_slot, Item.ItemType.BACKPACK)
|
||||
Reference in New Issue
Block a user