Debug menu items spawn buttons

This commit is contained in:
Marco 2025-05-20 17:46:35 +02:00
commit 4c58436a74
9 changed files with 216 additions and 33 deletions

View file

@ -0,0 +1,25 @@
using Cirno.Scripts.Resources;
using Godot;
namespace Cirno.Scripts.UI;
[Tool]
public partial class DebugItemButton : Button
{
[Export] public LootItem Item { get; set; }
public override void _Ready()
{
if (Item is null) return;
this.Icon = Item.InventorySprite;
if (Engine.IsEditorHint()) return;
this.Pressed += OnPressed;
}
private void OnPressed()
{
if (Engine.IsEditorHint()) return;
InventoryManager.Instance.AddItem(Item);
}
}

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@ -0,0 +1 @@
uid://v6tkgo5mwi1w

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@ -25,6 +25,8 @@ public partial class DebugMenu : MenuBase
// Called when the node enters the scene tree for the first time.
public override void _Ready()
{
GameManager.Instance.GameStateChange += OnGameStateChange;
DefaultSelectedButton.GrabFocus();
foreach (var level in Levels.Maps)
@ -53,6 +55,16 @@ public partial class DebugMenu : MenuBase
}
private void OnGameStateChange(GameState state)
{
if (state is not GameState.Paused)
{
GameManager.Instance.GameStateChange -= OnGameStateChange;
CloseMenu();
}
}
private void RefillHealthButtonOnPressed()
{
GameManager.Instance?.Player?.RefillHealth();

View file

@ -11,6 +11,11 @@ public partial class MenuBase : Control
public delegate void MenuClosedEventHandler();
protected virtual void _on_back_button_pressed()
{
CloseMenu();
}
protected void CloseMenu()
{
this.QueueFree();