Cow_Life_Sim_RPG/UI/Drying/DryingMenu.gd

89 lines
2.6 KiB
GDScript

extends Window
@onready var inventoryItemDisplayer = %Inventory
var itemTransitionScene = preload("res://UI/Sugaring/ItemFadeTransition.tscn")
var dryingAnimPositions = []
var dryingAnimPosIndex = 0
var playerInventory:Inventory
func _ready():
dryingAnimPositions.append(Vector2(380, 325))
dryingAnimPositions.append(Vector2(515, 335))
dryingAnimPositions.append(Vector2(450, 345))
inventoryItemDisplayer.fiveButtons = true
inventoryItemDisplayer.allButtons = true
inventoryItemDisplayer.buttonPressed.connect(dry_item)
inventoryItemDisplayer.fiveButtonPressed.connect(dry_item.bind(5))
inventoryItemDisplayer.allButtonPressed.connect(dry_item.bind(999999))
inventoryItemDisplayer.set_title("Wet Items")
func opened():
get_tree().paused = true
playerInventory = InventoryManager.get_inventory()
inventoryItemDisplayer.inventory = filter_inventory(playerInventory)
inventoryItemDisplayer.update_display()
func dry_item(item, quantity:int = 1):
var itemsInInv = InventoryManager.get_item_count(item)
if itemsInInv < quantity:
quantity = itemsInInv
InventoryManager.remove_item_from_inventory(item, quantity)
var dryItem = ItemDrying.sun_dry_item(item)
InventoryManager.add_item_to_inventory(dryItem, quantity)
spawn_item_transition(item, dryItem)
inventoryItemDisplayer.inventory = filter_inventory(playerInventory)
inventoryItemDisplayer.update_display()
func spawn_item_transition(startItem, driedItem):
var itemTransition = itemTransitionScene.instantiate()
itemTransition.start_transition(startItem.get_sprite(), driedItem.get_sprite())
if Item.modifications.Concentrated in driedItem.itemModifications:
itemTransition.transDuration = 0.2
itemTransition.finalMomentsDuration = 2
else:
itemTransition.finalMomentsDuration = 1
add_child(itemTransition)
itemTransition.scale = Vector2(2, 2)
itemTransition.position = dryingAnimPositions[dryingAnimPosIndex]
dryingAnimPosIndex += 1
if dryingAnimPosIndex >= dryingAnimPositions.size():
dryingAnimPosIndex = 0
func filter_inventory(inventory):
var filteredInv:Inventory = inventory.duplicate()
var i = filteredInv.items.size() - 1
while i >= 0:
var currentItem = filteredInv.items[i]
var keepItem = false
if Item.modifications.Wet in currentItem.itemModifications:
keepItem = true
elif Item.types.Juice in currentItem.itemTypes:
if not Item.modifications.Concentrated in currentItem.itemModifications:
keepItem = true
elif currentItem.get_name(false) == "Grape":
keepItem = true
if !keepItem:
filteredInv.remove_item(currentItem, filteredInv.quantities[i])
i -= 1
return filteredInv
func _on_leave_button_pressed():
get_tree().paused = false
hide()