Inventory management of granted abilities
This commit is contained in:
@@ -1,26 +0,0 @@
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using Godot;
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using Movementtests.managers;
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using Movementtests.systems;
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[Tool, GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_crate.png")]
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public partial class InventoryUI : Control
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{
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private AbilitySelection _startedFlyingSelection;
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private AbilitySelection _whileFlyingSelection;
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private AbilitySelection _stoppedFlyingSelection;
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public override void _Ready()
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{
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_startedFlyingSelection = GetNode<AbilitySelection>("%StartedFlying");
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_whileFlyingSelection = GetNode<AbilitySelection>("%WhileFlying");
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_stoppedFlyingSelection = GetNode<AbilitySelection>("%StoppedFlying");
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_startedFlyingSelection.AbilityAdded += AddAbilityForEvent;
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_whileFlyingSelection.AbilityAdded += AddAbilityForEvent;
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_stoppedFlyingSelection.AbilityAdded += AddAbilityForEvent;
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}
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public void AddAbilityForEvent(WeaponSystem.WeaponEvent forEvent, string abilityName)
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{
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InventoryManager.Instance.AddAbilityForWeaponEvent(forEvent, abilityName);
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}
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}
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@@ -1 +0,0 @@
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uid://7yil0fiftvaf
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81
menus/scenes/overlaid_menus/InventoryUi.cs
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81
menus/scenes/overlaid_menus/InventoryUi.cs
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@@ -0,0 +1,81 @@
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using System.Collections.Generic;
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using Gamesmiths.Forge.Effects;
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using Gamesmiths.Forge.Godot.Resources.Abilities;
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using Godot;
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using Movementtests.managers;
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using Movementtests.systems;
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[Tool, GlobalClass, Icon("res://assets/ui/IconGodotNode/control/icon_crate.png")]
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public partial class InventoryUi : Control
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{
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private AbilitySelection _startedFlyingSelection;
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private AbilitySelection _whileFlyingSelection;
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private AbilitySelection _stoppedFlyingSelection;
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public override void _Ready()
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{
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_startedFlyingSelection = GetNode<AbilitySelection>("%StartedFlying");
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_whileFlyingSelection = GetNode<AbilitySelection>("%WhileFlying");
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_stoppedFlyingSelection = GetNode<AbilitySelection>("%StoppedFlying");
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_startedFlyingSelection.Initialize(InventoryManager.Instance.WeaponEventsInventory[WeaponSystem.WeaponEvent.StartedFlying]);
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_whileFlyingSelection.Initialize(InventoryManager.Instance.WeaponEventsInventory[WeaponSystem.WeaponEvent.FlyingTick]);
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_stoppedFlyingSelection.Initialize(InventoryManager.Instance.WeaponEventsInventory[WeaponSystem.WeaponEvent.StoppedFlying]);
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_startedFlyingSelection.AbilityAdded += AddAbilityForEvent;
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_whileFlyingSelection.AbilityAdded += AddAbilityForEvent;
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_stoppedFlyingSelection.AbilityAdded += AddAbilityForEvent;
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_startedFlyingSelection.AbilityRemoved += RemoveAbilityForEvent;
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_whileFlyingSelection.AbilityRemoved += RemoveAbilityForEvent;
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_stoppedFlyingSelection.AbilityRemoved += RemoveAbilityForEvent;
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InventoryManager.Instance.WeaponEventAbilityAdded += OnWeaponEventInventoryAdded;
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InventoryManager.Instance.WeaponEventAbilityRemoved += OnWeaponEventInventoryRemoved;
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}
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public override void _ExitTree()
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{
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InventoryManager.Instance.WeaponEventAbilityAdded -= OnWeaponEventInventoryAdded;
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InventoryManager.Instance.WeaponEventAbilityRemoved -= OnWeaponEventInventoryRemoved;
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base._ExitTree();
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}
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public void AddAbilityForEvent(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior abilityBehavior)
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{
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InventoryManager.Instance.AddAbilityForWeaponEvent(forEvent, abilityBehavior);
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}
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public void RemoveAbilityForEvent(WeaponSystem.WeaponEvent forEvent, ForgeAbilityBehavior abilityBehavior)
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{
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InventoryManager.Instance.RemoveAbilityForWeaponEvent(forEvent, abilityBehavior);
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}
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public void OnWeaponEventInventoryAdded(WeaponEventAbilityData data)
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{
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if (data.Ability is not ForgeAbilityBehavior abilityBehavior) return;
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var selection = GetAbilitySelection(data.ForEvent);
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selection.AddSelectedAbility(abilityBehavior);
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}
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public void OnWeaponEventInventoryRemoved(WeaponEventAbilityData data)
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{
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if (data.Ability is not ForgeAbilityBehavior abilityBehavior) return;
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var selection = GetAbilitySelection(data.ForEvent);
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selection.RemoveSelectedAbility(abilityBehavior);
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}
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public AbilitySelection GetAbilitySelection(WeaponSystem.WeaponEvent forEvent)
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{
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var abilitiesSelectionsMap = new Dictionary<WeaponSystem.WeaponEvent, AbilitySelection>
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{
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{ WeaponSystem.WeaponEvent.StartedFlying, _startedFlyingSelection },
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{ WeaponSystem.WeaponEvent.StoppedFlying, _stoppedFlyingSelection },
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{ WeaponSystem.WeaponEvent.FlyingTick, _whileFlyingSelection },
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};
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return abilitiesSelectionsMap[forEvent];
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}
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}
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1
menus/scenes/overlaid_menus/InventoryUi.cs.uid
Normal file
1
menus/scenes/overlaid_menus/InventoryUi.cs.uid
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@@ -0,0 +1 @@
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uid://cvwiftuay8jep
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@@ -2,7 +2,7 @@
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[ext_resource type="Script" uid="uid://vu5kh5amnta" path="res://menus/scenes/overlaid_menus/inventory_wrapper.gd" id="1_yst23"]
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[ext_resource type="Script" uid="uid://1nf36h0gms3q" path="res://addons/maaacks_game_template/base/scripts/capture_focus.gd" id="2_ijoei"]
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[ext_resource type="Script" uid="uid://7yil0fiftvaf" path="res://menus/scenes/overlaid_menus/Inventory.cs" id="2_sb1gh"]
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[ext_resource type="Script" uid="uid://cvwiftuay8jep" path="res://menus/scenes/overlaid_menus/InventoryUi.cs" id="2_sb1gh"]
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[ext_resource type="PackedScene" uid="uid://dmv685sskgh3l" path="res://menus/scenes/components/ability_selection.tscn" id="3_ijoei"]
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[node name="InventoryWrapper" type="Control" unique_id=1853168495]
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