Loading and saving of ItemStack based inventory works.
parent
421a7636df
commit
2422f72be9
23
inventory.gd
23
inventory.gd
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@ -4,19 +4,18 @@ var _content:Array[ItemStack] = []
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const INVENTORY_SIZE:int = 36
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const INVENTORY_SIZE:int = 36
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func _init() -> void:
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func _init() -> void:
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_content.resize(INVENTORY_SIZE)
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clear()
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func get_free_item_stack_index() -> int:
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func get_free_item_stack_index() -> int:
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for i:int in range(_content.size()):
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for i:int in range(_content.size()):
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if _content[i] == null:
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if _content[i].count == 0:
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return i
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return i
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return -1
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return -1
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func add_item(item:Item) -> bool:
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func add_item(item:Item) -> bool:
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for item_stack:ItemStack in _content:
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for item_stack:ItemStack in _content:
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if item_stack == null:
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if item_stack.count == 0:
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continue
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continue
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if item_stack.item.resource_path != item.resource_path:
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if item_stack.item.resource_path != item.resource_path:
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@ -28,10 +27,8 @@ func add_item(item:Item) -> bool:
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var item_stack_index:int = get_free_item_stack_index()
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var item_stack_index:int = get_free_item_stack_index()
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if item_stack_index >= 0:
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if item_stack_index >= 0:
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var item_stack:ItemStack = ItemStack.new()
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_content[item_stack_index].item = item
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item_stack.item = item
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_content[item_stack_index].count = 1
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item_stack.count = 1
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_content[item_stack_index] = item_stack
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return true
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return true
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return false
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return false
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@ -39,14 +36,12 @@ func add_item(item:Item) -> bool:
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func remove_item(item:Item):
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func remove_item(item:Item):
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for i in range(_content.size() - 1, -1, -1):
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for i in range(_content.size() - 1, -1, -1):
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var item_stack:ItemStack = _content[i]
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var item_stack:ItemStack = _content[i]
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if item_stack == null:
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if item_stack.count == 0:
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continue
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continue
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if item_stack.item.resource_path == item.resource_path:
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if item_stack.item.resource_path == item.resource_path:
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if item_stack.count > 1:
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if item_stack.count > 1:
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item_stack.count = item_stack.count - 1
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item_stack.count = item_stack.count - 1
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else:
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_content[i] = null
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return
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return
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@ -57,13 +52,17 @@ func get_item_stacks() -> Array[ItemStack]:
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func clear() -> void:
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func clear() -> void:
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_content.clear()
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_content.clear()
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_content.resize(INVENTORY_SIZE)
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for i:int in range(_content.size()):
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if _content[i] == null:
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_content[i] = ItemStack.new()
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func has_all(items:Array[Item]) -> bool:
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func has_all(items:Array[Item]) -> bool:
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var needed:Array[Item] = items.duplicate()
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var needed:Array[Item] = items.duplicate()
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for item_stack:ItemStack in _content:
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for item_stack:ItemStack in _content:
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if item_stack == null:
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if item_stack.count == 0:
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continue
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continue
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for i in range (item_stack.count):
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for i in range (item_stack.count):
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@ -5,5 +5,5 @@ extends Resource
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@export var player_name:String
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@export var player_name:String
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@export var quest_states:Dictionary
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@export var quest_states:Dictionary
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@export var player_transform:Transform3D
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@export var player_transform:Transform3D
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@export var inventory:Array[Item]
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@export var inventory:Array
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@export var level_pickup_items:Array[NodePath]
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@export var level_pickup_items:Array[NodePath]
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@ -28,8 +28,8 @@ func save_game():
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if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0:
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if (property.usage & PROPERTY_USAGE_STORAGE != 0) and (property.usage & PROPERTY_USAGE_SCRIPT_VARIABLE) != 0:
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save_game.quest_states[node.name][property.name] = node.get(property.name)
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save_game.quest_states[node.name][property.name] = node.get(property.name)
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for item in player.inventory.get_items():
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for item_stack in player.inventory.get_item_stacks():
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save_game.inventory.append(item)
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save_game.inventory.append({"item": item_stack.item, "count": item_stack.count})
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ResourceSaver.save(save_game, "user://savegame.tres")
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ResourceSaver.save(save_game, "user://savegame.tres")
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root_ui.activate_ui_panel(%GameUI)
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root_ui.activate_ui_panel(%GameUI)
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@ -57,8 +57,13 @@ func load_game():
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# Inventory
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# Inventory
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player.inventory.clear()
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player.inventory.clear()
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for item in save_game.inventory:
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var inventory_item_stacks:Array[ItemStack] = player.inventory.get_item_stacks()
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player.inventory.add_item(item)
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assert(inventory_item_stacks.size() >= save_game.inventory.size())
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for i in range(save_game.inventory.size()):
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inventory_item_stacks[i].item = save_game.inventory[i]["item"]
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inventory_item_stacks[i].count = save_game.inventory[i]["count"]
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# Picked up items
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# Picked up items
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for item_path in save_game.level_pickup_items:
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for item_path in save_game.level_pickup_items:
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@ -0,0 +1,16 @@
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class_name ItemDrag
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signal drag_completed(data:ItemDrag)
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var source:Control = null
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var destination:Control = null
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var preview:Control
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func _init(source_control: Control, preview_control:Control):
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self.source = source_control
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self.preview = preview_control
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self.preview.tree_exiting.connect(self._on_tree_exiting)
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func _on_tree_exiting()->void:
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drag_completed.emit(self)
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@ -11,10 +11,11 @@ func displayStacks(item_stacks:Array[ItemStack]):
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for item_stack in item_stacks:
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for item_stack in item_stacks:
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var slot:ItemSlot = slot_scene.instantiate()
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var slot:ItemSlot = slot_scene.instantiate()
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slot.set_drag_drop_flags(ItemSlot.ALLOW_DRAG | ItemSlot.ALLOW_DROP)
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add_child(slot)
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add_child(slot)
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if item_stack != null:
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if item_stack != null:
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slot.display(item_stack.item, item_stack.count)
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slot.display(item_stack)
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var item_count = rows * columns
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var item_count = rows * columns
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@ -29,7 +30,10 @@ func display(item_stacks:Array[Item]):
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for item in item_stacks:
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for item in item_stacks:
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var slot:ItemSlot = slot_scene.instantiate()
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var slot:ItemSlot = slot_scene.instantiate()
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add_child(slot)
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add_child(slot)
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slot.display(item, 1)
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var item_stack:ItemStack = ItemStack.new()
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item_stack.item = item
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item_stack.count = 1
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slot.display(item_stack)
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var item_count = rows * columns
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var item_count = rows * columns
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@ -1,17 +1,84 @@
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class_name ItemSlot
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class_name ItemSlot
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extends PanelContainer
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extends PanelContainer
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enum {
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ALLOW_DRAG = 1,
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ALLOW_DROP = 2
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}
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@onready var texture_rect:TextureRect = %TextureRect
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@onready var texture_rect:TextureRect = %TextureRect
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@onready var count_label = %CountLabel
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@onready var count_label = %CountLabel
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func display(item:Item, count:int):
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var drag_drop_flags:int = 0
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if item != null:
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var _item_stack:ItemStack = null
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texture_rect.texture = item.icon
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update_quantity_text(count)
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func set_drag_drop_flags(flags:int) -> void:
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drag_drop_flags = flags
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func display(item_stack):
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_item_stack = item_stack
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func _process(_delta)->void:
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if _item_stack == null:
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return
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if _item_stack.count == 0:
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texture_rect.texture = null
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update_quantity_text(0)
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else:
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texture_rect.texture = _item_stack.item.icon
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update_quantity_text(_item_stack.count)
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func update_quantity_text(stack_size) -> void:
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func update_quantity_text(stack_size) -> void:
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if stack_size <= 1:
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if stack_size <= 1:
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count_label.hide()
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count_label.hide()
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else:
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else:
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count_label.text = str(stack_size)
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count_label.text = str(stack_size)
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count_label.show()
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count_label.show()
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func _get_drag_data(_at_position:Vector2)->Variant:
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if drag_drop_flags & ALLOW_DRAG == 0:
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return null
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if _item_stack == null:
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return null
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var drag_data:ItemDrag = ItemDrag.new(self, self)
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var drag_preview = load("res://ui/item_slot.tscn").instantiate()
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var drag_stack = ItemStack.new()
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drag_stack.item = _item_stack.item
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drag_stack.count = _item_stack.count
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drag_preview.display(drag_stack)
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set_drag_preview(drag_preview)
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return drag_data
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func _can_drop_data(_at_position:Vector2, data:Variant)->bool:
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if drag_drop_flags & ALLOW_DROP == 0:
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return false
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if !data is ItemDrag:
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return false
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return _item_stack.count == 0
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func _drop_data(_at_position:Vector2, data:Variant)->void:
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if drag_drop_flags & ALLOW_DROP == 0:
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return
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if !data is ItemDrag:
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return
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var drag_data := data as ItemDrag
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drag_data.destination = self
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if drag_data.source is ItemSlot:
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var source_slot := drag_data.source as ItemSlot
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# add stuff to the destination
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self._item_stack.item = source_slot._item_stack.item
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self._item_stack.count = source_slot._item_stack.count
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# remove it from the source
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source_slot._item_stack.count = 0
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@ -2,8 +2,4 @@ class_name ItemStack
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extends Node
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extends Node
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var item:Item = null
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var item:Item = null
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@export var count:int = 1
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var count:int = 0
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# Called when the node enters the scene tree for the first time.
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func _ready():
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pass # Replace with function body.
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@ -6,8 +6,3 @@ extends HBoxContainer
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# Called when the node enters the scene tree for the first time.
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# Called when the node enters the scene tree for the first time.
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func _ready():
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func _ready():
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pass # Replace with function body.
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pass # Replace with function body.
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# Called every frame. 'delta' is the elapsed time since the previous frame.
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func _process(delta):
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pass
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