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