354 lines
11 KiB
C#
354 lines
11 KiB
C#
using Chickensoft.AutoInject;
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using Chickensoft.GodotNodeInterfaces;
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using Chickensoft.Introspection;
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using GameJamDungeon;
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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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public interface IInventoryMenu : IControl
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{
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public void PopulateItems();
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public void ClearItems();
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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]
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public IGameRepo GameRepo => this.DependOn<IGameRepo>();
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[Dependency]
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public IGame Game => this.DependOn<IGame>();
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// Player Info
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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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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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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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public void PopulateItems()
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{
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PopulateInventory();
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PopulatePlayerInfo();
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}
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public void 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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HideUserActionPrompt();
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}
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public void PopulatePlayerInfo()
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{
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FloorLabel.Text = $"Level {GameRepo.CurrentFloor:D2}";
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var currentLevel = GameRepo.PlayerStatInfo.Value.CurrentLevel;
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CurrentLevelLabel.Text = $"Level {currentLevel:D2}";
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var currentHP = GameRepo.PlayerStatInfo.Value.CurrentHP;
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var maxHP = GameRepo.PlayerStatInfo.Value.MaximumHP;
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HPValue.Text = $"{currentHP}/{maxHP}";
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var currentVT = GameRepo.PlayerStatInfo.Value.CurrentVT;
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var maxVT = GameRepo.PlayerStatInfo.Value.MaximumVT;
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VTValue.Text = $"{currentVT}/{maxVT}";
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var currentAttack = GameRepo.PlayerStatInfo.Value.CurrentAttack;
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var maxAttack = GameRepo.PlayerStatInfo.Value.MaxAttack;
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ATKValue.Text = $"{currentAttack}/{maxAttack}";
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var currentDefense = GameRepo.PlayerStatInfo.Value.CurrentDefense;
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var maxDefense = GameRepo.PlayerStatInfo.Value.MaxDefense;
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DEFValue.Text = $"{currentDefense}/{maxDefense}";
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var atkBonus = GameRepo.PlayerStatInfo.Value.BonusAttack;
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var defBonus = GameRepo.PlayerStatInfo.Value.BonusDefense;
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ATKBonusLabel.Text = atkBonus != 0 ? $"{atkBonus:+0;-#}" : "...";
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DEFBonusLabel.Text = defBonus != 0 ? $"{defBonus:+0;-#}" : "...";
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// TODO: Change font style when EXP Bonus effect is active
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var currentExp = GameRepo.PlayerStatInfo.Value.CurrentEXP;
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var expToNextLevel = GameRepo.PlayerStatInfo.Value.EXPToNextLevel;
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EXPValue.Text = $"{currentExp}/{expToNextLevel}";
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if (ItemSlots.Any())
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{
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var item = ItemSlots.ElementAt(_currentIndex).Item;
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ItemDescriptionTitle.Text = $"{item.Info.Name}";
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ItemEffectLabel.Text = $"{item.Info.Description}";
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}
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}
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public override void _UnhandledInput(InputEvent @event)
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{
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if (ItemSlots.Length == 0)
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return;
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var inventory = GameRepo.InventoryItems.Value;
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if (@event.IsActionPressed(GameInputs.UiRight) && _currentPageNumber == InventoryPageNumber.FirstPage && inventory.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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SetToUnselectedStyle(ItemSlots.ElementAt(_currentIndex));
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_currentIndex = new[] { _currentIndex + 1, _itemsPerPage - 1, ItemSlots.Length - 1 }.Min();
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SetToSelectedStyle(ItemSlots.ElementAt(_currentIndex));
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}
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if (@event.IsActionPressed(GameInputs.UiUp))
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{
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SetToUnselectedStyle(ItemSlots.ElementAt(_currentIndex));
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_currentIndex = new[] { _currentIndex - 1, 0 }.Max();
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SetToSelectedStyle(ItemSlots.ElementAt(_currentIndex));
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}
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if (@event.IsActionPressed(GameInputs.UiAccept))
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{
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if (ItemSlots.Length == 0 || GetViewport().GuiGetFocusOwner() is Button)
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return;
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DisplayUserActionPrompt();
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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 IEquipable equipable)
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{
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var isEquipped = GameRepo.IsItemEquipped(equipable);
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UseButton.Text = isEquipped ? "Unequip" : "Equip";
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ThrowButton.Disabled = isEquipped ? true : false;
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ThrowButton.FocusMode = isEquipped ? FocusModeEnum.None : FocusModeEnum.All;
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DropButton.Disabled = isEquipped ? true : false;
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DropButton.FocusMode = 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.GrabFocus();
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}
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private async Task HideUserActionPrompt()
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{
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ItemDescriptionTitle.Show();
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ItemEffectLabel.Show();
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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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}
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private async void ChangeInventoryPage(InventoryPageNumber pageToChangeTo)
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{
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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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PopulateItems();
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}
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private void PopulateInventory()
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{
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var inventory = GameRepo.InventoryItems.Value;
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var numberOfItemsToDisplay = _currentPageNumber == InventoryPageNumber.FirstPage ? Mathf.Min(inventory.Count, _itemsPerPage) : Mathf.Min(inventory.Count - _itemsPerPage, _itemsPerPage);
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var indexToStart = _currentPageNumber == InventoryPageNumber.FirstPage ? 0 : _itemsPerPage - 1;
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ForwardArrow.Text = "";
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BackArrow.Text = "";
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if (_currentPageNumber == InventoryPageNumber.FirstPage && inventory.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.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 IEquipable equipable && GameRepo.IsItemEquipped(equipable))
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itemSlot.SetEquippedItemStyle();
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}
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if (ItemSlots.Any())
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{
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ItemSlots.ElementAt(_currentIndex).SetSelectedItemStyle();
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if (ItemSlots.ElementAt(_currentIndex).Item is IEquipable equipable && GameRepo.IsItemEquipped(equipable))
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ItemSlots.ElementAt(_currentIndex).SetEquippedSelectedItemStyle();
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}
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}
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private async void 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 IEquipable equipable && GameRepo.IsItemEquipped(equipable))
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itemSlot.SetEquippedItemStyle();
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}
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private async void 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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if (itemSlot.Item is IEquipable newEquipable && GameRepo.IsItemEquipped(newEquipable))
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itemSlot.SetEquippedSelectedItemStyle();
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ItemDescriptionTitle.Text = $"{itemSlot.Item.Info.Name}";
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ItemEffectLabel.Text = $"{itemSlot.Item.Info.Description}";
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}
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private async void EquipOrUnequipItem()
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{
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var itemSlot = ItemSlots[_currentIndex];
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await ToSignal(GetTree().CreateTimer(0.2f), "timeout");
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if (itemSlot.Item is IEquipable equipableItem)
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{
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if (GameRepo.IsItemEquipped(equipableItem))
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{
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GameRepo.UnequipItem(equipableItem);
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itemSlot.SetSelectedItemStyle();
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}
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else
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{
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GameRepo.EquipItem(equipableItem);
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itemSlot.SetEquippedSelectedItemStyle();
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}
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UpdateStatBonusInfo();
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}
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}
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private void UpdateStatBonusInfo()
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{
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var atkBonus = GameRepo.PlayerStatInfo.Value.BonusAttack;
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ATKBonusLabel.Text = atkBonus != 0 ? $"{atkBonus:+0;-#}" : "...";
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var defBonus = GameRepo.PlayerStatInfo.Value.BonusDefense;
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DEFBonusLabel.Text = defBonus != 0 ? $"{defBonus:+0;-#}" : "...";
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var currentHP = GameRepo.PlayerStatInfo.Value.CurrentHP;
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var maxHP = GameRepo.PlayerStatInfo.Value.MaximumHP;
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HPValue.Text = $"{currentHP}/{maxHP}";
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var currentVT = GameRepo.PlayerStatInfo.Value.CurrentVT;
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var maxVT = GameRepo.PlayerStatInfo.Value.MaximumVT;
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VTValue.Text = $"{currentVT}/{maxVT}";
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}
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private async void UseButtonPressed()
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{
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var currentItem = ItemSlots[_currentIndex].Item;
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if (currentItem is IEquipable)
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EquipOrUnequipItem();
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if (currentItem is ConsumableItem consumable)
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consumable.Use();
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// TODO: Replace with animation player (for visual effects/sound effects?)
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await ToSignal(GetTree().CreateTimer(0.25f), "timeout");
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await HideUserActionPrompt();
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PopulatePlayerInfo();
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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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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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Game.ToggleInventory();
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currentItem.Throw();
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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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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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Game.ToggleInventory();
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currentItem.Drop();
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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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