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https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 11:15:33 +00:00
Fix for immediately closing inventory
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parent
f1b5251045
commit
c11acda1df
4 changed files with 93 additions and 26 deletions
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@ -1,5 +1,6 @@
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using System.Collections.Generic;
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using System.Linq;
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using System.Threading.Tasks;
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using Cirno.Scripts.Utils;
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using Godot;
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@ -18,17 +19,48 @@ public partial class InventoryMenu : TabContainer
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[Export]
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public StringName CancelActionName { get; private set; } = "ui_cancel";
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[Export]
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public Control ParentContainer { get; private set; }
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public override void _Ready()
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{
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CallDeferred(MethodName.DeferredInitialize);
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this.Hide();
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HideCommand();
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}
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private void ShowCommand()
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{
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ParentContainer?.Show();
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this.Show();
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}
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private void HideCommand()
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{
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if (ParentContainer is not null)
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{
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ParentContainer.Hide();
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this.Show();
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}
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else
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{
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this.Hide();
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}
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}
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private new bool IsVisible()
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{
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return ParentContainer?.Visible ?? Visible;
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}
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public override void _Process(double delta)
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{
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if (Input.IsActionJustPressed(InventoryActionName) || Input.IsActionJustPressed(PauseActionName) || Input.IsActionJustPressed(CancelActionName))
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if (Input.IsActionJustPressed(InventoryActionName) ||
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Input.IsActionJustPressed(PauseActionName) ||
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Input.IsActionJustPressed(CancelActionName))
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{
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if (Visible)
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if (IsVisible())
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{
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GameStateManager.Instance.ChangeState(GameState.Playing);
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//CallDeferred(MethodName.HideInventory);
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@ -63,37 +95,48 @@ public partial class InventoryMenu : TabContainer
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switch (state)
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{
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case GameState.Inventory:
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CallDeferred(MethodName.ShowInventory);
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//CallDeferred(MethodName.ShowInventory);
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ShowInventory();
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break;
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default:
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CallDeferred(MethodName.HideInventory);
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HideInventory();
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//_ = UnpauseAsync();
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// _ = new Task(async () =>
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// {
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// await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
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// HideInventory();
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// });
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//CallDeferred(MethodName.HideInventory);
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//HideInventory();
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break;
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}
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};
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}
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}
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private async Task UnpauseAsync()
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{
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await ToSignal(GetTree(), SceneTree.SignalName.ProcessFrame);
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HideInventory();
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}
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private void HideInventory()
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{
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if (!Visible) return;
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GD.Print("Hiding inventory");
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this.Hide();
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if (!IsVisible()) return;
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HideCommand();
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foreach (var menu in _itemMenus)
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{
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menu.Empty();
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}
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//_itemsDic.Clear();
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//GameManager.Instance.ChangeState(GameState.Playing);
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}
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private void ShowInventory()
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{
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if (Visible) return;
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this.Show();
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if (IsVisible()) return;
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ShowCommand();
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foreach (var menu in _itemMenus)
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{
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