Move inventory screen to UI folder
This commit is contained in:
466
Zennysoft.Game.Ma/src/ui/inventory_menu/InventoryMenu.cs
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466
Zennysoft.Game.Ma/src/ui/inventory_menu/InventoryMenu.cs
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using Chickensoft.AutoInject;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using Godot;
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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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public interface IInventoryMenu : IControl
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{
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public Task RefreshInventoryScreen();
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public Task DisplayMessage(string message);
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public void RemoveItem(InventoryItem item);
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}
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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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[Dependency] private IGameRepo _gameRepo => this.DependOn<IGameRepo>();
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[Dependency] public IGame Game => this.DependOn<IGame>();
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[Dependency] public IPlayer Player => this.DependOn<IPlayer>();
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[Dependency] public IMap _map => this.DependOn<IMap>();
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[Dependency] public IGameEventDepot GameEventDepot => this.DependOn<IGameEventDepot>();
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private InventoryPageNumber _currentPageNumber = InventoryPageNumber.FirstPage;
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private string ITEM_SLOT_SCENE = "res://src/inventory_menu/ItemSlot.tscn";
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private const int _itemsPerPage = 10;
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private int _currentIndex = 0;
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private IItemSlot[] ItemSlots => ItemsPage.GetChildren().OfType<IItemSlot>().ToArray();
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#region Control Nodes
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[Node] public Label FloorLabel { get; set; } = default!;
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[Node] public Label CurrentLevelLabel { get; set; } = default!;
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[Node] public Label EXPValue { get; set; } = default!;
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[Node] public Label HPValue { get; set; } = default!;
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[Node] public Label HPBonusLabel { get; set; } = default!;
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[Node] public Label VTValue { get; set; } = default!;
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[Node] public Label VTBonusLabel { get; set; } = default!;
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[Node] public Label ATKValue { get; set; } = default!;
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[Node] public Label ATKBonusLabel { get; set; } = default!;
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[Node] public Label DEFValue { get; set; } = default!;
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[Node] public Label DEFBonusLabel { get; set; } = default!;
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[Node] public Label ItemDescriptionTitle { get; set; } = default!;
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[Node] public Label ItemEffectLabel { get; set; } = default!;
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// Item Menu
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[Node] public Label BackArrow { get; set; } = default!;
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[Node] public Label ForwardArrow { get; set; } = default!;
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[Node] public Control ItemsPage { get; set; } = default!;
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// User Prompt Menu
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[Node] public Label UseItemPrompt { get; set; } = default!;
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[Node] public Button UseButton { get; set; } = default!;
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[Node] public Button ThrowButton { get; set; } = default!;
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[Node] public Button DropButton { get; set; } = default!;
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[Node] public AnimationPlayer AnimationPlayer { get; set; } = default!;
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#endregion
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public void OnReady()
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{
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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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}
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public void OnResolved()
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{
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SetProcessInput(false);
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}
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public async Task DisplayMessage(string message)
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{
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SetProcessInput(false);
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await HideUserActionPrompt();
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await ShowInventoryInfo();
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ItemEffectLabel.Text = message;
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await ToSignal(GetTree().CreateTimer(1f), "timeout");
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await RefreshInventoryScreen();
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SetProcessInput(true);
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}
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private void BonusAttack_Sync(int bonus)
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{
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ATKBonusLabel.Text = $"{bonus:+0;-#;\\.\\.\\.}";
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DEFBonusLabel.Text = $"{Player.Stats.BonusDefense.Value:+0;-#;\\.\\.\\.}";
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}
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private void BonusDefense_Sync(int bonus)
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{
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ATKBonusLabel.Text = $"{Player.Stats.BonusAttack.Value:+0;-#;\\.\\.\\.}";
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DEFBonusLabel.Text = $"{bonus:+0;-#;\\.\\.\\.}";
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}
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private void CurrentLevel_Sync(int obj) => CurrentLevelLabel.Text = $"Level {obj:D2}";
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private void ExpToNextLevel_Sync(int obj) => EXPValue.Text = $"{Player.Stats.CurrentExp.Value}/{obj}";
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private void CurrentExp_Sync(double obj) => EXPValue.Text = $"{obj}/{Player.Stats.ExpToNextLevel.Value}";
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private void MaxDefense_Sync(int obj) => DEFValue.Text = $"{Player.Stats.CurrentDefense.Value}/{obj}";
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private void CurrentDefense_Sync(int obj) => DEFValue.Text = $"{obj}/{Player.Stats.MaxDefense.Value}";
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private void MaxAttack_Sync(int obj) => ATKValue.Text = $"{Player.Stats.CurrentAttack.Value}/{obj}";
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private void CurrentAttack_Sync(int obj) => ATKValue.Text = $"{obj}/{Player.Stats.MaxAttack.Value}";
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private void MaximumVT_Sync(int obj) => VTValue.Text = $"{Player.Stats.CurrentVT.Value}/{obj}";
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private void CurrentVT_Sync(int obj) => VTValue.Text = $"{obj}/{Player.Stats.MaximumVT.Value}";
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private void MaximumHP_Sync(int obj) => HPValue.Text = $"{Player.Stats.CurrentHP.Value}/{obj}";
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private void CurrentHP_Sync(int obj) => HPValue.Text = $"{obj}/{Player.Stats.MaximumHP.Value}";
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public async Task RefreshInventoryScreen()
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{
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Player.Stats.CurrentHP.Sync += CurrentHP_Sync;
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Player.Stats.MaximumHP.Sync += MaximumHP_Sync;
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Player.Stats.CurrentVT.Sync += CurrentVT_Sync;
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Player.Stats.MaximumVT.Sync += MaximumVT_Sync;
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Player.Stats.CurrentAttack.Sync += CurrentAttack_Sync;
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Player.Stats.MaxAttack.Sync += MaxAttack_Sync;
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Player.Stats.CurrentDefense.Sync += CurrentDefense_Sync;
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Player.Stats.MaxDefense.Sync += MaxDefense_Sync;
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Player.Stats.CurrentExp.Sync += CurrentExp_Sync;
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Player.Stats.ExpToNextLevel.Sync += ExpToNextLevel_Sync;
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Player.Stats.CurrentLevel.Sync += CurrentLevel_Sync;
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Player.Stats.BonusAttack.Sync += BonusAttack_Sync;
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Player.Stats.BonusDefense.Sync += BonusDefense_Sync;
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await ClearItems();
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PopulateInventory();
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PopulatePlayerInfo();
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await HideUserActionPrompt();
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await ShowInventoryInfo();
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}
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#pragma warning disable CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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public override void _Input(InputEvent @event)
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{
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var inventory = Player.Inventory;
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if (@event.IsActionPressed(GameInputs.UiCancel))
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{
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if (UseButton.HasFocus() || DropButton.HasFocus() || ThrowButton.HasFocus())
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{
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HideUserActionPrompt();
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ShowInventoryInfo();
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GameEventDepot.OnMenuBackedOut();
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}
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else
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{
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Player.Stats.CurrentHP.Sync -= CurrentHP_Sync;
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Player.Stats.MaximumHP.Sync -= MaximumHP_Sync;
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Player.Stats.CurrentVT.Sync -= CurrentVT_Sync;
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Player.Stats.MaximumVT.Sync -= MaximumVT_Sync;
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Player.Stats.CurrentAttack.Sync -= CurrentAttack_Sync;
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Player.Stats.MaxAttack.Sync -= MaxAttack_Sync;
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Player.Stats.CurrentDefense.Sync -= CurrentDefense_Sync;
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Player.Stats.MaxDefense.Sync -= MaxDefense_Sync;
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Player.Stats.CurrentExp.Sync -= CurrentExp_Sync;
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Player.Stats.ExpToNextLevel.Sync -= ExpToNextLevel_Sync;
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Player.Stats.CurrentLevel.Sync -= CurrentLevel_Sync;
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Player.Stats.BonusAttack.Sync -= BonusAttack_Sync;
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Player.Stats.BonusDefense.Sync -= BonusDefense_Sync;
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_gameRepo.CloseInventory();
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}
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}
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if (ItemSlots.Length == 0 || UseButton.HasFocus() || DropButton.HasFocus() || ThrowButton.HasFocus())
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return;
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if (@event.IsActionPressed(GameInputs.UiRight) && _currentPageNumber == InventoryPageNumber.FirstPage && inventory.Items.Count > _itemsPerPage)
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ChangeInventoryPage(InventoryPageNumber.SecondPage);
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if (@event.IsActionPressed(GameInputs.UiLeft) && _currentPageNumber == InventoryPageNumber.SecondPage)
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ChangeInventoryPage(InventoryPageNumber.FirstPage);
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if (@event.IsActionPressed(GameInputs.UiDown))
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{
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var oldIndex = _currentIndex;
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var newIndex = new[] { _currentIndex + 1, _itemsPerPage - 1, ItemSlots.Length - 1 }.Min();
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if (oldIndex == newIndex)
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return;
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SetToUnselectedStyle(ItemSlots.ElementAt(oldIndex));
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SetToSelectedStyle(ItemSlots.ElementAt(newIndex));
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GameEventDepot.OnMenuScrolled();
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_currentIndex = newIndex;
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}
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if (@event.IsActionPressed(GameInputs.UiUp))
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{
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var oldIndex = _currentIndex;
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var newIndex = new[] { _currentIndex - 1, 0 }.Max();
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if (oldIndex == newIndex)
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return;
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SetToUnselectedStyle(ItemSlots.ElementAt(oldIndex));
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SetToSelectedStyle(ItemSlots.ElementAt(newIndex));
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GameEventDepot.OnMenuScrolled();
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_currentIndex = newIndex;
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}
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if (@event.IsActionPressed(GameInputs.UiAccept))
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{
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DisplayUserActionPrompt();
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}
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if (@event.IsActionPressed(GameInputs.InventorySort))
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{
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inventory.Sort();
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if (_currentIndex > inventory.Items.Count - 1)
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_currentIndex = inventory.Items.Count - 1;
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GameEventDepot.OnInventorySorted();
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RefreshInventoryScreen();
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}
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}
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#pragma warning restore CS4014 // Because this call is not awaited, execution of the current method continues before the call is completed
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public async void RemoveItem(InventoryItem item)
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{
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Player.Inventory.Remove(item);
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if (_currentIndex >= ItemSlots.Length - 1)
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_currentIndex--;
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if (_currentIndex <= 0)
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_currentIndex = 0;
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}
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private void PopulateItems()
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{
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PopulateInventory();
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PopulatePlayerInfo();
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}
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private async Task ClearItems()
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{
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foreach (var item in ItemSlots)
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ItemsPage.RemoveChildEx(item);
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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 PopulatePlayerInfo()
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{
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FloorLabel.Text = $"Floor {_map.CurrentFloorNumber:D2}";
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if (ItemSlots.Length != 0)
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{
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var item = ItemSlots.ElementAt(_currentIndex).Item;
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ItemDescriptionTitle.Text = $"{item.ItemName}";
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ItemEffectLabel.Text = $"{item.Description}";
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}
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}
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private void DisplayUserActionPrompt()
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{
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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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var currentItem = ItemSlots.ElementAt(_currentIndex).Item;
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if (currentItem is EquipableItem equipable)
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{
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UseButton.Text = equipable.IsEquipped ? "Unequip" : "Equip";
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ThrowButton.Disabled = equipable.IsEquipped;
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ThrowButton.FocusMode = equipable.IsEquipped ? FocusModeEnum.None : FocusModeEnum.All;
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DropButton.Disabled = equipable.IsEquipped;
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DropButton.FocusMode = equipable.IsEquipped ? FocusModeEnum.None : FocusModeEnum.All;
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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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UseButton.CallDeferred(MethodName.GrabFocus);
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}
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private async Task 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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}
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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 async Task ChangeInventoryPage(InventoryPageNumber pageToChangeTo)
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{
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await ClearItems();
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await ToSignal(GetTree().CreateTimer(0.1f), "timeout");
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_currentIndex = 0;
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_currentPageNumber = pageToChangeTo;
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await RefreshInventoryScreen();
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GameEventDepot.OnMenuScrolled();
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}
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private async void PopulateInventory()
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{
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var inventory = Player.Inventory;
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var numberOfItemsToDisplay = _currentPageNumber == InventoryPageNumber.FirstPage ? Mathf.Min(inventory.Items.Count, _itemsPerPage) : Mathf.Min(inventory.Items.Count - _itemsPerPage, _itemsPerPage);
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var indexToStart = _currentPageNumber == InventoryPageNumber.FirstPage ? 0 : _itemsPerPage;
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ForwardArrow.Text = "";
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BackArrow.Text = "";
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if (_currentPageNumber == InventoryPageNumber.FirstPage && inventory.Items.Count > _itemsPerPage)
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{
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ForwardArrow.Text = "►";
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BackArrow.Text = "";
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}
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if (_currentPageNumber == InventoryPageNumber.SecondPage)
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{
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ForwardArrow.Text = "";
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BackArrow.Text = "◄";
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}
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for (var i = 0; i < numberOfItemsToDisplay; i++)
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{
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var item = inventory.Items.ElementAt(i + indexToStart);
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var itemScene = GD.Load<PackedScene>(ITEM_SLOT_SCENE);
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var itemSlot = itemScene.Instantiate<IItemSlot>();
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itemSlot.Item = item;
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ItemsPage.AddChildEx(itemSlot);
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if (itemSlot.Item is EquipableItem equipable && equipable.IsEquipped)
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itemSlot.SetEquippedItemStyle();
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}
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if (ItemSlots.Length != 0)
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{
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ItemSlots.ElementAt(_currentIndex).SetSelectedItemStyle();
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if (ItemSlots.ElementAt(_currentIndex).Item is EquipableItem equipable && equipable.IsEquipped)
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ItemSlots.ElementAt(_currentIndex).SetEquippedSelectedItemStyle();
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}
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}
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private async Task SetToUnselectedStyle(IItemSlot itemSlot)
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{
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await ToSignal(GetTree().CreateTimer(0.1f), "timeout");
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itemSlot.SetItemStyle();
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if (itemSlot.Item is EquipableItem equipable && equipable.IsEquipped)
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itemSlot.SetEquippedItemStyle();
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}
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private async Task SetToSelectedStyle(IItemSlot itemSlot)
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{
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await ToSignal(GetTree().CreateTimer(0.1f), "timeout");
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itemSlot.SetSelectedItemStyle();
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ItemDescriptionTitle.Text = $"{itemSlot.Item.ItemName}";
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ItemEffectLabel.Text = $"{itemSlot.Item.Description}";
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}
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private async Task EquipOrUnequipItem()
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{
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var itemSlot = ItemSlots[_currentIndex];
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if (itemSlot.Item is EquipableItem equipableItem)
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{
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if (equipableItem.IsEquipped)
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{
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ItemEffectLabel.Text = $"{itemSlot.Item.GetType()} unequipped.";
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Player.Unequip(equipableItem);
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itemSlot.SetSelectedItemStyle();
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if (equipableItem.ItemTag == ItemTag.BreaksOnChange)
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Player.Inventory.Remove(equipableItem);
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}
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else
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{
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ItemEffectLabel.Text = $"{itemSlot.Item.GetType()} equipped.";
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Player.Equip(equipableItem);
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itemSlot.SetEquippedSelectedItemStyle();
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}
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RefreshUIAfterUserSelection();
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}
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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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var currentItem = ItemSlots[_currentIndex].Item;
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if (currentItem is EquipableItem)
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await EquipOrUnequipItem();
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else
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await Game.UseItem(currentItem);
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RefreshUIAfterUserSelection();
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UseButton.Disabled = false;
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}
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private async void ThrowButtonPressed()
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{
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var currentItem = ItemSlots[_currentIndex].Item;
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Game.ThrowItem(currentItem);
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Player.Inventory.Remove(currentItem);
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if (_currentIndex >= ItemSlots.Length - 1)
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_currentIndex--;
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if (_currentIndex <= 0)
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_currentIndex = 0;
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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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var currentItem = ItemSlots[_currentIndex].Item;
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Game.DropItem(currentItem);
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Player.Inventory.Remove(currentItem);
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if (_currentIndex >= ItemSlots.Length - 1)
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_currentIndex--;
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if (_currentIndex <= 0)
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_currentIndex = 0;
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_gameRepo.CloseInventory();
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}
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private async void RefreshUIAfterUserSelection()
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{
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SetProcessInput(false);
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await HideUserActionPrompt();
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await ShowInventoryInfo();
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await RefreshInventoryScreen();
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await ToSignal(GetTree().CreateTimer(1f), "timeout");
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SetProcessInput(true);
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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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Reference in New Issue
Block a user