Cow_Life_Sim_RPG/UI/Microscope/MicroscopeWindow.gd

44 lines
1.2 KiB
GDScript

extends Window
@onready var inventoryDisplayer = %InventoryDisplayer
func _ready():
inventoryDisplayer.buttonPressed.connect(examine_item)
func opened():
get_tree().paused = true
reset_display()
initialize_inventory()
func reset_display():
%ItemSprite.visible = false
%ItemStats.visible = false
func examine_item(item:Item):
%ItemSprite.visible = true
%ItemStats.visible = true
%ItemSprite.texture = item.get_sprite()
%ItemName.text = item.get_name()
%Weight.text = "Weight: " + str(item.get_weight()) + " apples"
%Hardness.text = "Hardness: " + str(item.get_hardness())
%Edibility.text = "Edibility: " + str(item.get_edibility()) + "%"
%Flammability.text = "Flammability: " + str(item.get_flammability()) + "%"
%BasketPower.text = "Basket Power: " + str(item.get_basket_power() * 0.6) + "H"
%WeavingChallenge.text = "Weavability: " + str(100 - item.get_basketability_difficulty() * 0.9) + "S"
func initialize_inventory():
update_inventory()
inventoryDisplayer.set_title("Inventory")
func update_inventory():
var playerInventory = InventoryManager.get_inventory()
inventoryDisplayer.inventory = playerInventory
inventoryDisplayer.update_display()
func _on_leave_button_pressed():
get_tree().paused = false
hide()