Started implementing SFX
Fixed Shield animation jumps and secondary attack Fixed demon wall stone behavior Made overworld ambient sounds unpausable
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@@ -83,7 +83,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
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ThrowButton.Pressed += ThrowButtonPressed;
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DropButton.Pressed += DropButtonPressed;
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VisibilityChanged += InventoryMenu2_VisibilityChanged;
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VisibilityChanged += InventoryMenu_VisibilityChanged;
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}
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public override void _Input(InputEvent @event)
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@@ -91,23 +91,42 @@ public partial class InventoryMenu : Control, IInventoryMenu
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if (!Visible)
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return;
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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.UiUp) && _currentlySelectedItem.GetIndex() != ItemSlots.First().GetIndex() && !(UseButton.HasFocus() || DropButton.HasFocus() || ThrowButton.HasFocus()))
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SfxDatabase.Instance.Play(SoundEffect.MoveUI);
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if (Input.IsActionJustPressed(GameInputs.UiDown) && _currentlySelectedItem.GetIndex() != ItemSlots.Last(x => x.Visible).GetIndex() && !(UseButton.HasFocus() || DropButton.HasFocus() || ThrowButton.HasFocus()))
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SfxDatabase.Instance.Play(SoundEffect.MoveUI);
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if (Input.IsActionJustPressed(GameInputs.UiUp) && (DropButton.HasFocus() || ThrowButton.HasFocus()))
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SfxDatabase.Instance.Play(SoundEffect.MoveUI);
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if (Input.IsActionJustPressed(GameInputs.UiDown) && (UseButton.HasFocus() || ThrowButton.HasFocus()))
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SfxDatabase.Instance.Play(SoundEffect.MoveUI);
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if (Input.IsActionJustPressed(GameInputs.Inventory) && !(UseButton.HasFocus() || DropButton.HasFocus() || ThrowButton.HasFocus()))
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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.UiCancel) && (UseButton.HasFocus() || DropButton.HasFocus() || ThrowButton.HasFocus()))
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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 (_currentPageNumber == InventoryPageNumber.FirstPage && _player.Inventory.Items.Count > 10 && Input.IsActionJustPressed(GameInputs.MoveRight))
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{
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SfxDatabase.Instance.Play(SoundEffect.MoveUI);
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_currentPageNumber = InventoryPageNumber.SecondPage;
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Inventory_InventoryChanged();
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_currentlySelectedItem = ItemSlot1;
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@@ -115,6 +134,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
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}
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else if (_currentPageNumber == InventoryPageNumber.SecondPage && Input.IsActionJustPressed(GameInputs.MoveLeft))
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{
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SfxDatabase.Instance.Play(SoundEffect.MoveUI);
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_currentPageNumber = InventoryPageNumber.FirstPage;
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Inventory_InventoryChanged();
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_currentlySelectedItem = ItemSlot1;
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@@ -123,7 +143,11 @@ public partial class InventoryMenu : Control, IInventoryMenu
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if (Input.IsActionJustPressed(GameInputs.InventorySort))
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{
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_player.Inventory.Sort(_player.EquipmentComponent.EquippedWeapon.Value, _player.EquipmentComponent.EquippedArmor.Value, _player.EquipmentComponent.EquippedAccessory.Value);
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var isChanged = _player.Inventory.Sort(_player.EquipmentComponent.EquippedWeapon.Value, _player.EquipmentComponent.EquippedArmor.Value, _player.EquipmentComponent.EquippedAccessory.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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foreach (var slot in ItemSlots)
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slot.SetItemStyle();
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@@ -133,9 +157,13 @@ public partial class InventoryMenu : Control, IInventoryMenu
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}
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}
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private void InventoryMenu2_VisibilityChanged()
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private void InventoryMenu_VisibilityChanged()
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{
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_currentlySelectedItem.GrabFocus();
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if (Visible)
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{
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SfxDatabase.Instance.Play(SoundEffect.OpenInventory);
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_currentlySelectedItem.GrabFocus();
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}
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}
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private void Item_ItemExitFocus(IItemSlot itemSlot)
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@@ -156,6 +184,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
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_currentlySelectedItem = itemSlot;
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itemSlot.IsSelected = true;
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itemSlot.SetItemStyle();
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AcceptEvent();
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}
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private void Item_Pressed(InventoryItem item) => DisplayUserActionPrompt(item);
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@@ -257,6 +286,7 @@ public partial class InventoryMenu : Control, IInventoryMenu
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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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@@ -297,11 +327,13 @@ public partial class InventoryMenu : Control, IInventoryMenu
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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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