Cow_Life_Sim_RPG/UI/Hole/HoleMenu.gd

59 lines
1.8 KiB
GDScript

extends Window
@onready var inventoryItemDisplayer = %Inventory
var itemTransitionScene = preload("res://UI/Sugaring/ItemFadeTransition.tscn")
var fallingAnimPositions = []
var fallingAnimPosIndex = 0
var playerInventory:Inventory
func _ready():
fallingAnimPositions.append(Vector2(444, 280))
fallingAnimPositions.append(Vector2(414, 260))
fallingAnimPositions.append(Vector2(470, 265))
inventoryItemDisplayer.fiveButtons = true
inventoryItemDisplayer.allButtons = true
inventoryItemDisplayer.buttonPressed.connect(drop_item)
inventoryItemDisplayer.fiveButtonPressed.connect(drop_item.bind(5))
inventoryItemDisplayer.allButtonPressed.connect(drop_item.bind(999999))
func opened():
get_tree().paused = true
playerInventory = InventoryManager.get_inventory()
inventoryItemDisplayer.inventory = filter_inventory(playerInventory)
inventoryItemDisplayer.update_display()
func drop_item(item:Item, quantity:int = 1):
var itemsInInv = InventoryManager.get_item_count(item)
if itemsInInv < quantity:
quantity = itemsInInv
InventoryManager.remove_item_from_inventory(item, quantity)
InventoryManager.add_item_to_inventory(item, quantity, "HoleInventory")
drop_item_animation(item)
inventoryItemDisplayer.inventory = filter_inventory(playerInventory)
inventoryItemDisplayer.update_display()
func drop_item_animation(item):
var fallAnimation = preload("res://UI/Hole/ItemFallingTransition.tscn").instantiate()
fallAnimation.start_transition(item.get_sprite())
fallAnimation.position = fallingAnimPositions[fallingAnimPosIndex]
fallingAnimPosIndex += 1
if fallingAnimPosIndex >= fallingAnimPositions.size():
fallingAnimPosIndex = 0
add_child(fallAnimation)
func filter_inventory(inventory):
var filteredInv:Inventory = inventory.duplicate()
return filteredInv
func _on_leave_button_pressed():
get_tree().paused = false
hide()