Cow_Life_Sim_RPG/UI/Building/SandcastlePlanningWindow.gd

53 lines
1.2 KiB
GDScript

extends Window
@onready var inventoryDisplayer = %InventoryDisplayer
var plannedItem = null
func _ready():
inventoryDisplayer.buttonPressed.connect(plan_item)
func opened():
get_tree().paused = true
reset_display()
func reset_display():
plannedItem = null
%ItemSprite.texture = null
%BridgeName.text = ""
%StageCount.text = ""
%SuccessRate.text = ""
%Gumption.text = ""
initialize_inventory()
func initialize_inventory():
var playerInventory = InventoryManager.get_inventory()
inventoryDisplayer.inventory = playerInventory
inventoryDisplayer.update_display()
func update_inventory():
inventoryDisplayer.update_display()
func plan_item(item):
plannedItem = item
%ItemSprite.texture = item.get_sprite()
%BridgeName.text = item.get_name() + "castle"
%StageCount.text = "Stages: " + str(get_parent().get_stages_for_item(item))
%SuccessRate.text = "Success Rate: " + str(get_parent().get_success_chance(item)) + "%"
%Gumption.text = "Gumption: " + str(get_parent().get_gumption(item)) + " apples"
func _on_confirm_button_pressed():
if plannedItem != null:
get_parent().set_plan(plannedItem)
get_tree().paused = false
hide()
func _on_cancel_button_pressed():
get_tree().paused = false
hide()