Add item spawn menu
Fix game over bug Start adding more implementation for jewels
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@@ -1,333 +0,0 @@
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using Chickensoft.AutoInject;
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using Chickensoft.Introspection;
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using Godot;
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Zennysoft.Ma.Adapter;
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namespace Zennysoft.Game.Ma;
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[Meta(typeof(IAutoNode))]
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public partial class InventoryMenu : Control, IInventoryMenu
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{
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public override void _Notification(int what) => this.Notify(what);
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[Node] public VBoxContainer ItemsPage { get; set; }
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[Node] public Label ATKValue { get; set; }
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[Node] public Label ATKBonusLabel { get; set; }
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[Node] public Label DEFValue { get; set; }
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[Node] public Label DEFBonusLabel { get; set; }
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[Node] public Button UseButton { get; set; }
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[Node] public Button ThrowButton { get; set; }
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[Node] public Button DropButton { get; set; }
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[Node] public Label ItemDescriptionTitle { get; set; }
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[Node] public Label UseItemPrompt { get; set; }
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[Node] public Label ItemEffectLabel { get; set; }
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[Node] public ItemSlot ItemSlot1 { get; set; }
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[Node] public ItemSlot ItemSlot2 { get; set; }
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[Node] public ItemSlot ItemSlot3 { get; set; }
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[Node] public ItemSlot ItemSlot4 { get; set; }
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[Node] public ItemSlot ItemSlot5 { get; set; }
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[Node] public ItemSlot ItemSlot6 { get; set; }
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[Node] public ItemSlot ItemSlot7 { get; set; }
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[Node] public ItemSlot ItemSlot8 { get; set; }
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[Node] public ItemSlot ItemSlot9 { get; set; }
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[Node] public ItemSlot ItemSlot10 { get; set; }
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[Node] public ItemSlot ItemSlot11 { get; set; }
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[Node] public ItemSlot ItemSlot12 { get; set; }
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[Node] public ItemSlot ItemSlot13 { get; set; }
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[Node] public ItemSlot ItemSlot14 { get; set; }
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[Node] public ItemSlot ItemSlot15 { get; set; }
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[Node] public ItemSlot ItemSlot16 { get; set; }
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[Node] public ItemSlot ItemSlot17 { get; set; }
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[Node] public ItemSlot ItemSlot18 { get; set; }
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[Node] public ItemSlot ItemSlot19 { get; set; }
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[Node] public ItemSlot ItemSlot20 { get; set; }
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[Dependency] private IPlayer _player => this.DependOn<IPlayer>();
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[Dependency] private IGame _game => this.DependOn<IGame>();
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[Dependency] private IGameRepo _gameRepo => this.DependOn<IGameRepo>();
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private List<IItemSlot> ItemSlots;
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private string ITEM_SLOT_SCENE = "res://src/ui/inventory_menu/ItemSlot.tscn";
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private IItemSlot _currentlySelectedItem = null;
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private bool _enableMenuSound = false;
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public void OnResolved()
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{
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ItemSlots = [ItemSlot1, ItemSlot2, ItemSlot3, ItemSlot4, ItemSlot5, ItemSlot6, ItemSlot7, ItemSlot8, ItemSlot9, ItemSlot10, ItemSlot11, ItemSlot12, ItemSlot13, ItemSlot14, ItemSlot15, ItemSlot16, ItemSlot17, ItemSlot18, ItemSlot19, ItemSlot20];
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_currentlySelectedItem = ItemSlot1;
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foreach (var item in ItemSlots)
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{
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item.ItemPressed += Item_Pressed;
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}
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_player.AttackComponent.CurrentAttack.Sync += Attack_Sync;
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_player.AttackComponent.MaximumAttack.Sync += Attack_Sync;
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_player.DefenseComponent.CurrentDefense.Sync += Defense_Sync;
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_player.DefenseComponent.MaximumDefense.Sync += Defense_Sync;
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_player.EquipmentComponent.EquipmentChanged += EquipmentComponent_EquipmentChanged;
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_player.Inventory.InventoryChanged += Inventory_InventoryChanged;
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UseButton.Pressed += UseButtonPressed;
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ThrowButton.Pressed += ThrowButtonPressed;
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DropButton.Pressed += DropButtonPressed;
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UseButton.FocusEntered += ActionButtonFocusChanged;
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ThrowButton.FocusEntered += ActionButtonFocusChanged;
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DropButton.FocusEntered += ActionButtonFocusChanged;
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VisibilityChanged += InventoryMenu_VisibilityChanged;
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SetProcessUnhandledInput(false);
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}
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private void ActionButtonFocusChanged()
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{
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if (!_enableMenuSound)
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SfxDatabase.Instance.Play(SoundEffect.MoveUI);
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if ((!Input.IsActionJustPressed(GameInputs.UiUp) && Input.IsActionPressed(GameInputs.UiUp)) || (!Input.IsActionJustPressed(GameInputs.UiDown) && Input.IsActionPressed(GameInputs.UiDown)))
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AcceptEvent();
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if (Input.IsActionJustPressed(GameInputs.UiCancel) && (UseItemPrompt.Visible))
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{
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SfxDatabase.Instance.Play(SoundEffect.CancelUI);
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AcceptEvent();
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HideUserActionPrompt();
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}
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else if (Input.IsActionJustPressed(GameInputs.UiCancel))
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{
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SfxDatabase.Instance.Play(SoundEffect.CancelUI);
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AcceptEvent();
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_gameRepo.CloseInventory();
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}
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if (Input.IsActionJustPressed(GameInputs.InventorySort))
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{
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var isChanged = _player.Inventory.Sort(_player.EquipmentComponent.EquippedWeapon.Value, _player.EquipmentComponent.EquippedArmor.Value, _player.EquipmentComponent.EquippedAccessory.Value, _player.EquipmentComponent.EquippedAmmo.Value);
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if (!isChanged)
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return;
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SfxDatabase.Instance.Play(SoundEffect.SortInventory);
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Inventory_InventoryChanged();
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Item_ItemExitFocus(_currentlySelectedItem);
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_currentlySelectedItem = ItemSlot1;
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_currentlySelectedItem.GrabFocus();
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}
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}
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private void InventoryMenu_VisibilityChanged()
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{
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if (Visible)
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{
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SetProcessUnhandledInput(true);
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SfxDatabase.Instance.Play(SoundEffect.OpenInventory);
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_currentlySelectedItem.GrabFocus();
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_enableMenuSound = true;
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}
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else
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{
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SetProcessUnhandledInput(false);
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SfxDatabase.Instance.Play(SoundEffect.CancelUI);
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_enableMenuSound = false;
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}
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}
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private void Item_ItemExitFocus(IItemSlot itemSlot)
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{
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ItemDescriptionTitle.Text = string.Empty;
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ItemEffectLabel.Text = string.Empty;
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}
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private void Item_FocusEntered(IItemSlot itemSlot)
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{
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if (itemSlot.Item.Value == null)
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return;
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if (_enableMenuSound)
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SfxDatabase.Instance.Play(SoundEffect.MoveUI);
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ItemDescriptionTitle.Text = $"{itemSlot.Item.Value.ItemName}";
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ItemEffectLabel.Text = $"{itemSlot.Item.Value.Description}";
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_currentlySelectedItem = itemSlot;
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AcceptEvent();
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}
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private void Item_Pressed(IItemSlot item) => DisplayUserActionPrompt(item.Item.Value);
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private async void Inventory_InventoryChanged()
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{
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foreach (var slot in ItemSlots)
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{
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slot.Visible = false;
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}
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var itemsToDisplay = _player.Inventory.Items;
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for (var i = 0; i < itemsToDisplay.Count; i++)
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{
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ItemSlots[i].Item.OnNext(itemsToDisplay[i]);
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ItemSlots[i].Visible = true;
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}
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if (!_player.Inventory.Items.Contains(_currentlySelectedItem.Item.Value))
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{
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_currentlySelectedItem.Item.OnNext(null);
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var elementToSelect = Mathf.Max(0, ItemSlots.IndexOf(_currentlySelectedItem) - 1);
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_currentlySelectedItem = ItemSlots.ElementAt(elementToSelect);
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_currentlySelectedItem.GrabFocus();
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}
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}
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private void Attack_Sync(int obj) => ATKValue.Text = $"{_player.AttackComponent.CurrentAttack.Value}/{_player.AttackComponent.MaximumAttack.Value}";
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private void Defense_Sync(int obj) => DEFValue.Text = $"{_player.DefenseComponent.CurrentDefense.Value}/{_player.DefenseComponent.MaximumDefense.Value}";
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private void EquipmentComponent_EquipmentChanged(EquipableItem equipableItem)
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{
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ATKBonusLabel.Text = $"{_player.EquipmentComponent.BonusAttack:+0;-#;\\.\\.\\.}";
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DEFBonusLabel.Text = $"{_player.EquipmentComponent.BonusDefense:+0;-#;\\.\\.\\.}";
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}
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private async void UseButtonPressed()
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{
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UseButton.Disabled = true;
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if (_currentlySelectedItem.Item.Value is EquipableItem equipable)
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await EquipOrUnequipItem(equipable);
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else if (_currentlySelectedItem.Item.Value is Plastique plastique)
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SetItem();
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else if (_currentlySelectedItem.Item.Value is Jewel jewel)
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AugmentEquipment(jewel);
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else
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await _game.UseItem(_currentlySelectedItem.Item.Value);
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UseButton.Disabled = false;
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HideUserActionPrompt();
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await ShowInventoryInfo();
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await ToSignal(GetTree().CreateTimer(1f), "timeout");
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}
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private async void SetItem()
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{
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_game.SetItem(_currentlySelectedItem.Item.Value);
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_player.Inventory.Remove(_currentlySelectedItem.Item.Value);
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HideUserActionPrompt();
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await ShowInventoryInfo();
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_gameRepo.CloseInventory();
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}
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private async void ThrowButtonPressed()
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{
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_game.ThrowItem(_currentlySelectedItem.Item.Value);
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_player.Inventory.Remove(_currentlySelectedItem.Item.Value);
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HideUserActionPrompt();
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await ShowInventoryInfo();
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_gameRepo.CloseInventory();
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}
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private async void DropButtonPressed()
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{
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_game.DropItem(_currentlySelectedItem.Item.Value);
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_player.Inventory.Remove(_currentlySelectedItem.Item.Value);
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HideUserActionPrompt();
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await ShowInventoryInfo();
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_gameRepo.CloseInventory();
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}
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private void AugmentEquipment(Jewel jewel)
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{
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DisplayUserActionPrompt(jewel);
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foreach (var item in ItemSlots)
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{
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item.Disabled = item.Item.Value is not Weapon && item.Item.Value is not Armor && item.Item.Value is not Accessory;
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}
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}
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private void DisplayUserActionPrompt(InventoryItem item)
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{
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SfxDatabase.Instance.Play(SoundEffect.SelectUI);
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ItemDescriptionTitle.Hide();
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ItemEffectLabel.Hide();
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UseItemPrompt.Show();
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UseButton.Show();
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ThrowButton.Show();
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DropButton.Show();
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if (item is EquipableItem equipable)
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{
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var isItemEquipped = _player.EquipmentComponent.IsItemEquipped(equipable);
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UseButton.Text = isItemEquipped ? "Unequip" : "Equip";
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UseButton.Disabled = equipable.Glued;
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ThrowButton.Disabled = isItemEquipped;
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ThrowButton.FocusMode = isItemEquipped ? FocusModeEnum.None : FocusModeEnum.All;
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DropButton.Disabled = isItemEquipped;
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DropButton.FocusMode = isItemEquipped ? FocusModeEnum.None : FocusModeEnum.All;
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UseButton.GrabFocus();
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if (!_player.CanEquipState && isItemEquipped)
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UseButton.Disabled = true;
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}
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else if (item is Plastique plastique)
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{
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UseButton.Text = "Set";
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}
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else
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{
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UseButton.Text = "Use";
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}
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_enableMenuSound = false;
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}
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private void HideUserActionPrompt()
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{
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UseItemPrompt.Hide();
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UseButton.Hide();
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ThrowButton.Hide();
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DropButton.Hide();
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UseButton.ReleaseFocus();
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ThrowButton.ReleaseFocus();
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DropButton.ReleaseFocus();
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_currentlySelectedItem.GrabFocus();
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_enableMenuSound = true;
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}
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private async Task EquipOrUnequipItem(EquipableItem equipable)
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{
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if (_player.EquipmentComponent.IsItemEquipped(equipable))
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{
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SfxDatabase.Instance.Play(SoundEffect.Unequip);
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ItemEffectLabel.Text = $"{equipable.GetType().Name} unequipped.";
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_player.Unequip(equipable);
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}
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else
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{
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SfxDatabase.Instance.Play(SoundEffect.Equip);
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var itemSlot = _currentlySelectedItem;
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ItemEffectLabel.Text = $"{equipable.GetType().Name} equipped.";
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_player.Equip(equipable);
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_currentlySelectedItem = itemSlot;
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}
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}
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private async Task ShowInventoryInfo()
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{
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ItemDescriptionTitle.Show();
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ItemEffectLabel.Show();
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}
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private enum InventoryPageNumber
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{
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FirstPage,
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SecondPage
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}
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}
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