203 lines
7.4 KiB
GDScript
203 lines
7.4 KiB
GDScript
class_name PopochiuIInventory
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extends Node
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## Provides access to the [PopochiuInventoryItem]s in the game. Access with [b]I[/b] (e.g.,
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## [code]I.Key.add()[/code]).
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##
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## Use it to manage the inventory. Its script is [b]i_inventory.gd[/b].[br][br]
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##
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## Some things you can do with it:[br][br]
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## [b]•[/b] Add and remove items in the inventory.[br]
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## [b]•[/b] Change the cursor to the appearance of an inventory item.[br]
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## [b]•[/b] Detect when an item has been added or removed.[br][br]
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##
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## Examples:
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## [codeblock]
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## # Add the DeckOfCards item to the inventory.
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## I.DeckOfCards.add_now(false)
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##
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## # Add the Key item to the inventory and make it the selected one.
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## I.Key.add_as_active()
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##
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## # Remove the Card item from the inventory. Inside an E.run([])
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## I.Card.remove()
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##
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## # Add the ToyCar item after some dialog lines
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## E.queue([
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## "Player: Oh, is the toy car I need",
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## I.ToyCar.queue_add(),
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## "Player: Now I will be able to enter the private club",
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## ])
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## [/codeblock]
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## Emitted when [param item] is added to the inventory. [param animate] can be utilized by the GUI
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## to display an animation of the item entering the inventory.
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signal item_added(item: PopochiuInventoryItem, animate: bool)
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## Emitted when the [param item] has completed entering the inventory, signifying the end of the GUI
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## animation.
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signal item_add_done(item: PopochiuInventoryItem)
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## Emitted when [param item] is removed from the inventory. [param animate] can be employed by the
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## GUI to display an animation of the item leaving the inventory.
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signal item_removed(item: PopochiuInventoryItem, animate: bool)
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## Emitted when the [param item] has completed leaving the inventory, indicating the end of the GUI
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## animation.
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signal item_remove_done(item: PopochiuInventoryItem)
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## Emitted when [param item] is replaced in the inventory by [param new_item]. Useful for handling
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## inventory item combinations.
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signal item_replaced(item: PopochiuInventoryItem, new_item: PopochiuInventoryItem)
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## Emitted when an item replacement has finished.
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signal item_replace_done
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## Emitted when the [param item] has finished leaving the inventory (i.e. when the GUI animation
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## is complete).
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signal item_discarded(item: PopochiuInventoryItem)
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## Emitted when [param item] is selected in the inventory.
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signal item_selected(item: PopochiuInventoryItem)
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## Emitted when the inventory is about to be displayed. You can specify the duration it remains
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## visible with [param time] in seconds.
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signal inventory_show_requested(time: float)
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## Emitted once the animation that displays the inventory has finished.
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signal inventory_shown
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## Emitted when you want to hide the inventory. [param use_anim] can be used to determine whether or
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## not to use an animation in the GUI.
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signal inventory_hide_requested(use_anim: bool)
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## Provides access to the inventory item that is currently selected.
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var active: PopochiuInventoryItem : set = set_active
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## Provides access to the inventory item that was clicked.
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var clicked: PopochiuInventoryItem
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# ---- Used for saving/loading the game ------------------------------------------------------------
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## [Array] containing instances of the currently held [PopochiuInventoryItem]s.
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var items := []
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## Stores data about the state of each [PopochiuInventoryItem] in the game. The key of each entry is
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## the [member PopochiuInventoryItem.script_name] of the item.
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var items_states := {}
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# ------------------------------------------------------------ Used for saving/loading the game ----
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var _item_instances := {}
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#region Godot ######################################################################################
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func _init() -> void:
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Engine.register_singleton(&"I", self)
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#endregion
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#region Public #####################################################################################
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## Removes all the items that are currently in the inventory. If [param in_bg] is [code]true[/code],
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## then the items are removed without calling [method PopochiuInventoryItem.discard] for each item.
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func clean_inventory(in_bg := false) -> void:
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items.clear()
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for instance in _item_instances:
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var pii: PopochiuInventoryItem = _item_instances[instance]
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if not pii.in_inventory: continue
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if not in_bg: await pii.discard()
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pii.remove(!in_bg)
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## Displays the inventory for a duration of [param time] seconds.
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func show_inventory(time := 1.0) -> void:
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if PopochiuUtils.e.cutscene_skipped:
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await get_tree().process_frame
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return
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inventory_show_requested.emit(time)
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await self.inventory_shown
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## Displays the inventory for a duration of [param time] seconds.[br][br]
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## [i]This method is intended to be used inside a [method Popochiu.queue] of instructions.[/i]
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func queue_show_inventory(time := 1.0) -> Callable:
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return func (): await show_inventory(time)
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## Hides the inventory. If [param use_anim] is set to [code]true[/code], a GUI animation is applied.
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func hide_inventory(use_anim := true) -> void:
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inventory_hide_requested.emit(use_anim)
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await get_tree().process_frame
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## Hides the inventory. If [param use_anim] is set to [code]true[/code], a GUI animation is applied.
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## [br][br]
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## [i]This method is intended to be used inside a [method Popochiu.queue] of instructions.[/i]
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func queue_hide_inventory(use_anim := true) -> Callable:
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return func (): await hide_inventory(use_anim)
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## Returns the instance of the [PopochiuInventoryItem] identified with [param item_name]. If the
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## item doesn't exists, then [code]null[/code] is returned.[br][br]
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## This method is used by [b]res://game/autoloads/i.gd[/b] to load the instace of each item
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## (present in that script as a variable for code autocompletion) in runtime.
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func get_item_instance(item_name: String) -> PopochiuInventoryItem:
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var item: PopochiuInventoryItem = null
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if _item_instances.has(item_name):
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item = _item_instances[item_name]
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else:
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# If the item is not in the list of items, then try to instantiate it
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item = get_instance(item_name)
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if item:
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_item_instances[item.script_name] = item
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set(item.script_name, item)
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return item
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## Gets the instance of the [PopochiuInventoryItem] identified with [param script_name].
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func get_instance(script_name: String) -> PopochiuInventoryItem:
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var tres_path: String = PopochiuResources.get_data_value("inventory_items", script_name, "")
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if not tres_path:
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PopochiuUtils.print_error(
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"Inventory item [b]%s[/b] doesn't exist in the project" % script_name
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)
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return null
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return load(load(tres_path).scene).instantiate()
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## Sets the cursor to use the texture of [param item].
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func set_active_item(item: PopochiuInventoryItem = null) -> void:
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if is_instance_valid(item):
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active = item
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else:
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active = null
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## Verifies if the item identified as [param item_name] is in the inventory.
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func is_item_in_inventory(item_name: String) -> bool:
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var i: PopochiuInventoryItem = get_item_instance(item_name)
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return is_instance_valid(i) and i.in_inventory
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## Checks whether the inventory has reached its limit.
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func is_full() -> bool:
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return (
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PopochiuUtils.e.settings.inventory_limit > 0
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and PopochiuUtils.e.settings.inventory_limit == items.size()
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)
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## Deselects the [member active] item.
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func deselect_active() -> void:
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active = null
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#endregion
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#region SetGet #####################################################################################
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func set_active(value: PopochiuInventoryItem) -> void:
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if is_instance_valid(active):
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active.unselected.emit()
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active = value
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item_selected.emit(active)
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#endregion
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