Massive refactor (inventory menu still a little broken but its Good Enough)

This commit is contained in:
2024-09-12 02:24:14 -07:00
parent 149c8d9571
commit b4662a0c7b
94 changed files with 1066 additions and 825 deletions

View File

@@ -9,6 +9,8 @@ using System.Threading.Tasks;
public interface IInventoryMenu : IControl
{
public Task RedrawInventory();
event InventoryMenu.ClosedMenuEventHandler ClosedMenu;
}
[Meta(typeof(IAutoNode))]
@@ -19,8 +21,8 @@ public partial class InventoryMenu : Control, IInventoryMenu
[Dependency]
public IGameRepo GameRepo => this.DependOn<IGameRepo>();
[Dependency]
public IGame Game => this.DependOn<IGame>();
[Signal]
public delegate void ClosedMenuEventHandler();
private InventoryPageNumber _currentPageNumber = InventoryPageNumber.FirstPage;
@@ -77,12 +79,12 @@ public partial class InventoryMenu : Control, IInventoryMenu
#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
public override void _UnhandledInput(InputEvent @event)
{
if (ItemSlots.Length == 0)
if (ItemSlots.Length == 0 || GetViewport().GuiGetFocusOwner() is Button)
return;
var inventory = GameRepo.InventoryItems.Value;
var inventory = GameRepo.PlayerData.Inventory;
if (@event.IsActionPressed(GameInputs.UiRight) && _currentPageNumber == InventoryPageNumber.FirstPage && inventory.Count > _itemsPerPage)
if (@event.IsActionPressed(GameInputs.UiRight) && _currentPageNumber == InventoryPageNumber.FirstPage && inventory.Items.Count() > _itemsPerPage)
ChangeInventoryPage(InventoryPageNumber.SecondPage);
if (@event.IsActionPressed(GameInputs.UiLeft) && _currentPageNumber == InventoryPageNumber.SecondPage)
@@ -104,7 +106,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
if (@event.IsActionPressed(GameInputs.UiAccept))
{
if (ItemSlots.Length == 0 || GetViewport().GuiGetFocusOwner() is Button)
if (ItemSlots.Length == 0)
return;
DisplayUserActionPrompt();
}
@@ -129,37 +131,37 @@ public partial class InventoryMenu : Control, IInventoryMenu
{
FloorLabel.Text = $"Level {GameRepo.CurrentFloor:D2}";
var currentLevel = GameRepo.PlayerStatInfo.Value.CurrentLevel;
var currentLevel = GameRepo.PlayerData.CurrentLevel.Value;
CurrentLevelLabel.Text = $"Level {currentLevel:D2}";
var currentHP = GameRepo.PlayerStatInfo.Value.CurrentHP;
var maxHP = GameRepo.PlayerStatInfo.Value.MaximumHP;
var currentHP = GameRepo.PlayerData.CurrentHP.Value;
var maxHP = GameRepo.PlayerData.MaximumHP.Value;
HPValue.Text = $"{currentHP}/{maxHP}";
var currentVT = GameRepo.PlayerStatInfo.Value.CurrentVT;
var maxVT = GameRepo.PlayerStatInfo.Value.MaximumVT;
var currentVT = GameRepo.PlayerData.CurrentVT.Value;
var maxVT = GameRepo.PlayerData.MaximumVT.Value;
VTValue.Text = $"{currentVT}/{maxVT}";
var currentAttack = GameRepo.PlayerStatInfo.Value.CurrentAttack;
var maxAttack = GameRepo.PlayerStatInfo.Value.MaxAttack;
var currentAttack = GameRepo.PlayerData.CurrentAttack.Value;
var maxAttack = GameRepo.PlayerData.MaxAttack.Value;
ATKValue.Text = $"{currentAttack}/{maxAttack}";
var currentDefense = GameRepo.PlayerStatInfo.Value.CurrentDefense;
var maxDefense = GameRepo.PlayerStatInfo.Value.MaxDefense;
var currentDefense = GameRepo.PlayerData.CurrentDefense.Value;
var maxDefense = GameRepo.PlayerData.MaxDefense.Value;
DEFValue.Text = $"{currentDefense}/{maxDefense}";
var atkBonus = GameRepo.PlayerStatInfo.Value.BonusAttack;
var defBonus = GameRepo.PlayerStatInfo.Value.BonusDefense;
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.PlayerStatInfo.Value.CurrentEXP;
var expToNextLevel = GameRepo.PlayerStatInfo.Value.EXPToNextLevel;
var currentExp = GameRepo.PlayerData.CurrentExp.Value;
var expToNextLevel = GameRepo.PlayerData.ExpToNextLevel.Value;
EXPValue.Text = $"{currentExp}/{expToNextLevel}";
if (ItemSlots.Any())
@@ -183,7 +185,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
if (currentItem is IEquipable equipable)
{
var isEquipped = GameRepo.IsItemEquipped(equipable);
var isEquipped = GameRepo.PlayerData.Inventory.IsEquipped(equipable);
UseButton.Text = isEquipped ? "Unequip" : "Equip";
ThrowButton.Disabled = isEquipped ? true : false;
ThrowButton.FocusMode = isEquipped ? FocusModeEnum.None : FocusModeEnum.All;
@@ -219,14 +221,14 @@ public partial class InventoryMenu : Control, IInventoryMenu
private void PopulateInventory()
{
var inventory = GameRepo.InventoryItems.Value;
var numberOfItemsToDisplay = _currentPageNumber == InventoryPageNumber.FirstPage ? Mathf.Min(inventory.Count, _itemsPerPage) : Mathf.Min(inventory.Count - _itemsPerPage, _itemsPerPage);
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;
ForwardArrow.Text = "";
BackArrow.Text = "";
if (_currentPageNumber == InventoryPageNumber.FirstPage && inventory.Count > _itemsPerPage)
if (_currentPageNumber == InventoryPageNumber.FirstPage && inventory.Items.Count > _itemsPerPage)
{
ForwardArrow.Text = "►";
BackArrow.Text = "";
@@ -240,20 +242,20 @@ public partial class InventoryMenu : Control, IInventoryMenu
for (var i = 0; i < numberOfItemsToDisplay; i++)
{
var item = inventory.ElementAt(i + indexToStart);
var item = inventory.Items.ElementAt(i + indexToStart);
var itemScene = GD.Load<PackedScene>(ITEM_SLOT_SCENE);
var itemSlot = itemScene.Instantiate<IItemSlot>();
itemSlot.Item = item;
ItemsPage.AddChildEx(itemSlot);
if (itemSlot.Item is IEquipable equipable && GameRepo.IsItemEquipped(equipable))
if (itemSlot.Item is IEquipable equipable && GameRepo.PlayerData.Inventory.IsEquipped(equipable))
itemSlot.SetEquippedItemStyle();
}
if (ItemSlots.Any())
{
ItemSlots.ElementAt(_currentIndex).SetSelectedItemStyle();
if (ItemSlots.ElementAt(_currentIndex).Item is IEquipable equipable && GameRepo.IsItemEquipped(equipable))
if (ItemSlots.ElementAt(_currentIndex).Item is IEquipable equipable && GameRepo.PlayerData.Inventory.IsEquipped(equipable))
ItemSlots.ElementAt(_currentIndex).SetEquippedSelectedItemStyle();
}
}
@@ -262,7 +264,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
{
await ToSignal(GetTree().CreateTimer(0.1f), "timeout");
itemSlot.SetItemStyle();
if (itemSlot.Item is IEquipable equipable && GameRepo.IsItemEquipped(equipable))
if (itemSlot.Item is IEquipable equipable && GameRepo.PlayerData.Inventory.IsEquipped(equipable))
itemSlot.SetEquippedItemStyle();
}
@@ -270,7 +272,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
{
await ToSignal(GetTree().CreateTimer(0.1f), "timeout");
itemSlot.SetSelectedItemStyle();
if (itemSlot.Item is IEquipable newEquipable && GameRepo.IsItemEquipped(newEquipable))
if (itemSlot.Item is IEquipable newEquipable && GameRepo.PlayerData.Inventory.IsEquipped(newEquipable))
itemSlot.SetEquippedSelectedItemStyle();
ItemDescriptionTitle.Text = $"{itemSlot.Item.Info.Name}";
ItemEffectLabel.Text = $"{itemSlot.Item.Info.Description}";
@@ -282,14 +284,14 @@ public partial class InventoryMenu : Control, IInventoryMenu
await ToSignal(GetTree().CreateTimer(0.2f), "timeout");
if (itemSlot.Item is IEquipable equipableItem)
{
if (GameRepo.IsItemEquipped(equipableItem))
if (GameRepo.PlayerData.Inventory.IsEquipped(equipableItem))
{
GameRepo.UnequipItem(equipableItem);
GameRepo.PlayerData.Inventory.Unequip(equipableItem);
itemSlot.SetSelectedItemStyle();
}
else
{
GameRepo.EquipItem(equipableItem);
GameRepo.PlayerData.Inventory.Equip(equipableItem);
itemSlot.SetEquippedSelectedItemStyle();
}
@@ -299,20 +301,13 @@ public partial class InventoryMenu : Control, IInventoryMenu
private void UpdateStatBonusInfo()
{
var atkBonus = GameRepo.PlayerStatInfo.Value.BonusAttack;
var atkBonus = GameRepo.PlayerData.BonusAttack.Value;
ATKBonusLabel.Text = atkBonus != 0 ? $"{atkBonus:+0;-#}" : "...";
var defBonus = GameRepo.PlayerStatInfo.Value.BonusDefense;
var defBonus = GameRepo.PlayerData.BonusDefense.Value;
DEFBonusLabel.Text = defBonus != 0 ? $"{defBonus:+0;-#}" : "...";
var currentHP = GameRepo.PlayerStatInfo.Value.CurrentHP;
var maxHP = GameRepo.PlayerStatInfo.Value.MaximumHP;
HPValue.Text = $"{currentHP}/{maxHP}";
var currentVT = GameRepo.PlayerStatInfo.Value.CurrentVT;
var maxVT = GameRepo.PlayerStatInfo.Value.MaximumVT;
VTValue.Text = $"{currentVT}/{maxVT}";
HPValue.Text = $"{GameRepo.PlayerData.CurrentHP.Value}/{GameRepo.PlayerData.MaximumHP.Value}";
VTValue.Text = $"{GameRepo.PlayerData.CurrentVT.Value}/{GameRepo.PlayerData.MaximumVT.Value}";
}
private async void UseButtonPressed()
@@ -321,7 +316,10 @@ public partial class InventoryMenu : Control, IInventoryMenu
if (currentItem is IEquipable)
await EquipOrUnequipItem();
if (currentItem is ConsumableItem consumable)
{
EmitSignal(SignalName.ClosedMenu);
consumable.Use();
}
if (_currentIndex >= ItemSlots.Length - 1)
_currentIndex--;
@@ -341,7 +339,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
_currentIndex--;
if (_currentIndex <= 0)
_currentIndex = 0;
Game.ToggleInventory();
EmitSignal(SignalName.ClosedMenu);
currentItem.Throw();
}
@@ -354,7 +352,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
if (_currentIndex <= 0)
_currentIndex = 0;
Game.ToggleInventory();
EmitSignal(SignalName.ClosedMenu);
currentItem.Drop();
}

View File

@@ -102,7 +102,6 @@ font_size = 80
font_color = Color(0.737255, 0.705882, 0.690196, 1)
[node name="InventoryMenu" type="Control"]
process_mode = 2
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0

View File

@@ -42,9 +42,9 @@ public partial class ItemSlot : HBoxContainer, IItemSlot
ItemName.Text = Item.Info.Name;
EquipBonus.Text = "...";
ItemTexture.Texture = Item.Info.Texture;
GameRepo.EquippedWeapon.Sync += EquippedWeapon_Sync;
GameRepo.EquippedArmor.Sync += EquippedArmor_Sync;
GameRepo.EquippedAccessory.Sync += EquippedAccessory_Sync;
GameRepo.PlayerData.Inventory.EquippedWeapon.Sync += EquippedWeapon_Sync;
GameRepo.PlayerData.Inventory.EquippedArmor.Sync += EquippedArmor_Sync;
GameRepo.PlayerData.Inventory.EquippedAccessory.Sync += EquippedAccessory_Sync;
}
private void EquippedWeapon_Sync(Weapon obj)