Inventory management of granted abilities

This commit is contained in:
2026-04-21 11:38:04 +02:00
parent 667d6b2588
commit b0fe2549ea
18 changed files with 322 additions and 92 deletions

View File

@@ -0,0 +1,56 @@
using Godot;
using System;
using Gamesmiths.Forge.Godot.Resources.Abilities;
[Tool, GlobalClass]
public partial class SelectedAbility : Control
{
[Signal] public delegate void AbilityRemovedEventHandler(ForgeAbilityBehavior ability);
private ForgeAbilityBehavior? _ability;
[Export]
public ForgeAbilityBehavior? Ability
{
get => _ability;
set
{
_ability = value;
if (_ability == null || !Engine.IsEditorHint()) return;
AbilityUpdated();
}
}
private TextureRect? _icon;
private Label? _title;
private Button? _remove;
public override void _Ready()
{
_icon = GetNode<TextureRect>("%Icon");
_title = GetNode<Label>("%Title");
_remove = GetNode<Button>("%Remove");
_remove.Pressed += () => EmitSignalAbilityRemoved(Ability);
}
public void SetAbility(ForgeAbilityBehavior ability)
{
_ability = ability;
AbilityUpdated();
}
public void AbilityUpdated()
{
var icon = _icon ?? GetNode<TextureRect>("%Icon");
var title = _title ?? GetNode<Label>("%Title");
if (icon == null || title == null) return;
if (_ability == null)
{
icon.Texture = null;
title.Text = "";
return;
}
icon.Texture = _ability.Icon;
title.Text = _ability.Name;
}
}