Finish refactoring other than making sure bonuses appear on player stat side

This commit is contained in:
2024-09-12 04:26:29 -07:00
parent b4662a0c7b
commit af384d3ddb
11 changed files with 204 additions and 127 deletions

View File

@@ -68,6 +68,65 @@ public partial class InventoryMenu : Control, IInventoryMenu
DropButton.Pressed += DropButtonPressed;
}
public void OnResolved()
{
GameRepo.PlayerData.CurrentHP.Sync += CurrentHP_Sync;
GameRepo.PlayerData.MaximumHP.Sync += MaximumHP_Sync;
GameRepo.PlayerData.CurrentVT.Sync += CurrentVT_Sync;
GameRepo.PlayerData.MaximumVT.Sync += MaximumVT_Sync;
GameRepo.PlayerData.CurrentAttack.Sync += CurrentAttack_Sync;
GameRepo.PlayerData.MaxAttack.Sync += MaxAttack_Sync;
GameRepo.PlayerData.CurrentDefense.Sync += CurrentDefense_Sync;
GameRepo.PlayerData.MaxDefense.Sync += MaxDefense_Sync;
GameRepo.PlayerData.CurrentExp.Sync += CurrentExp_Sync;
GameRepo.PlayerData.ExpToNextLevel.Sync += ExpToNextLevel_Sync;
GameRepo.PlayerData.CurrentLevel.Sync += CurrentLevel_Sync;
GameRepo.PlayerData.Inventory.EquippedWeapon.Sync += EquippedWeapon_Sync;
GameRepo.PlayerData.Inventory.EquippedArmor.Sync += EquippedArmor_Sync;
GameRepo.PlayerData.Inventory.EquippedAccessory.Sync += EquippedAccessory_Sync;
}
private void EquippedAccessory_Sync(Accessory obj)
{
ATKBonusLabel.Text = GameRepo.PlayerData.BonusAttack != 0 ? $"{GameRepo.PlayerData.BonusAttack:+0;-#}" : "...";
DEFBonusLabel.Text = GameRepo.PlayerData.BonusDefense != 0 ? $"{GameRepo.PlayerData.BonusDefense:+0;-#}" : "...";
}
private void EquippedArmor_Sync(Armor obj)
{
ATKBonusLabel.Text = GameRepo.PlayerData.BonusAttack != 0 ? $"{GameRepo.PlayerData.BonusAttack:+0;-#}" : "...";
DEFBonusLabel.Text = GameRepo.PlayerData.BonusDefense != 0 ? $"{GameRepo.PlayerData.BonusDefense:+0;-#}" : "...";
}
private void EquippedWeapon_Sync(Weapon obj)
{
ATKBonusLabel.Text = GameRepo.PlayerData.BonusAttack != 0 ? $"{GameRepo.PlayerData.BonusAttack:+0;-#}" : "...";
DEFBonusLabel.Text = GameRepo.PlayerData.BonusDefense != 0 ? $"{GameRepo.PlayerData.BonusDefense:+0;-#}" : "...";
}
private void CurrentLevel_Sync(int obj) => CurrentLevelLabel.Text = $"Level {obj:D2}";
private void ExpToNextLevel_Sync(int obj) => EXPValue.Text = $"{GameRepo.PlayerData.CurrentExp.Value}/{obj}";
// TODO: Change font style when EXP Bonus effect is active
private void CurrentExp_Sync(int obj) => EXPValue.Text = $"{obj}/{GameRepo.PlayerData.ExpToNextLevel.Value}";
private void MaxDefense_Sync(int obj) => DEFValue.Text = $"{GameRepo.PlayerData.CurrentDefense.Value}/{obj}";
private void CurrentDefense_Sync(int obj) => DEFValue.Text = $"{obj}/{GameRepo.PlayerData.MaxDefense.Value}";
private void MaxAttack_Sync(int obj) => ATKValue.Text = $"{GameRepo.PlayerData.CurrentAttack.Value}/{obj}";
private void CurrentAttack_Sync(int obj) => ATKValue.Text = $"{obj}/{GameRepo.PlayerData.MaxAttack.Value}";
private void MaximumVT_Sync(int obj) => VTValue.Text = $"{GameRepo.PlayerData.CurrentVT.Value}/{obj}";
private void CurrentVT_Sync(int obj) => VTValue.Text = $"{obj}/{GameRepo.PlayerData.MaximumVT.Value}";
private void MaximumHP_Sync(int obj) => HPValue.Text = $"{GameRepo.PlayerData.CurrentHP.Value}/{obj}";
private void CurrentHP_Sync(int obj) => HPValue.Text = $"{obj}/{GameRepo.PlayerData.MaximumHP.Value}";
public async Task RedrawInventory()
{
await HideUserActionPrompt();
@@ -131,39 +190,6 @@ public partial class InventoryMenu : Control, IInventoryMenu
{
FloorLabel.Text = $"Level {GameRepo.CurrentFloor:D2}";
var currentLevel = GameRepo.PlayerData.CurrentLevel.Value;
CurrentLevelLabel.Text = $"Level {currentLevel:D2}";
var currentHP = GameRepo.PlayerData.CurrentHP.Value;
var maxHP = GameRepo.PlayerData.MaximumHP.Value;
HPValue.Text = $"{currentHP}/{maxHP}";
var currentVT = GameRepo.PlayerData.CurrentVT.Value;
var maxVT = GameRepo.PlayerData.MaximumVT.Value;
VTValue.Text = $"{currentVT}/{maxVT}";
var currentAttack = GameRepo.PlayerData.CurrentAttack.Value;
var maxAttack = GameRepo.PlayerData.MaxAttack.Value;
ATKValue.Text = $"{currentAttack}/{maxAttack}";
var currentDefense = GameRepo.PlayerData.CurrentDefense.Value;
var maxDefense = GameRepo.PlayerData.MaxDefense.Value;
DEFValue.Text = $"{currentDefense}/{maxDefense}";
var atkBonus = GameRepo.PlayerData.BonusAttack.Value;
var defBonus = GameRepo.PlayerData.BonusDefense.Value;
ATKBonusLabel.Text = atkBonus != 0 ? $"{atkBonus:+0;-#}" : "...";
DEFBonusLabel.Text = defBonus != 0 ? $"{defBonus:+0;-#}" : "...";
// TODO: Change font style when EXP Bonus effect is active
var currentExp = GameRepo.PlayerData.CurrentExp.Value;
var expToNextLevel = GameRepo.PlayerData.ExpToNextLevel.Value;
EXPValue.Text = $"{currentExp}/{expToNextLevel}";
if (ItemSlots.Any())
{
var item = ItemSlots.ElementAt(_currentIndex).Item;
@@ -223,7 +249,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
{
var inventory = GameRepo.PlayerData.Inventory;
var numberOfItemsToDisplay = _currentPageNumber == InventoryPageNumber.FirstPage ? Mathf.Min(inventory.Items.Count, _itemsPerPage) : Mathf.Min(inventory.Items.Count - _itemsPerPage, _itemsPerPage);
var indexToStart = _currentPageNumber == InventoryPageNumber.FirstPage ? 0 : _itemsPerPage - 1;
var indexToStart = _currentPageNumber == InventoryPageNumber.FirstPage ? 0 : _itemsPerPage;
ForwardArrow.Text = "";
BackArrow.Text = "";
@@ -294,38 +320,24 @@ public partial class InventoryMenu : Control, IInventoryMenu
GameRepo.PlayerData.Inventory.Equip(equipableItem);
itemSlot.SetEquippedSelectedItemStyle();
}
UpdateStatBonusInfo();
}
}
private void UpdateStatBonusInfo()
{
var atkBonus = GameRepo.PlayerData.BonusAttack.Value;
ATKBonusLabel.Text = atkBonus != 0 ? $"{atkBonus:+0;-#}" : "...";
var defBonus = GameRepo.PlayerData.BonusDefense.Value;
DEFBonusLabel.Text = defBonus != 0 ? $"{defBonus:+0;-#}" : "...";
HPValue.Text = $"{GameRepo.PlayerData.CurrentHP.Value}/{GameRepo.PlayerData.MaximumHP.Value}";
VTValue.Text = $"{GameRepo.PlayerData.CurrentVT.Value}/{GameRepo.PlayerData.MaximumVT.Value}";
}
private async void UseButtonPressed()
{
var currentItem = ItemSlots[_currentIndex].Item;
if (currentItem is IEquipable)
await EquipOrUnequipItem();
if (currentItem is ConsumableItem consumable)
else if (currentItem is ConsumableItem consumable)
{
EmitSignal(SignalName.ClosedMenu);
consumable.Use();
if (_currentIndex >= ItemSlots.Length - 1)
_currentIndex--;
if (_currentIndex <= 0)
_currentIndex = 0;
EmitSignal(SignalName.ClosedMenu);
}
if (_currentIndex >= ItemSlots.Length - 1)
_currentIndex--;
if (_currentIndex <= 0)
_currentIndex = 0;
// TODO: Replace with animation player (for visual effects/sound effects?)
await ToSignal(GetTree().CreateTimer(0.25f), "timeout");
await RedrawInventory();