UI Inventory management

This commit is contained in:
Marco 2025-02-10 17:29:14 +01:00
commit c9abac3dc1
20 changed files with 262 additions and 72 deletions

View file

@ -11,11 +11,15 @@ public partial class InventoryManager : Node2D
private List<LootItem> _items = new List<LootItem>();
[Signal]
public delegate void ItemAddedEventHandler(LootItem item);
private Dictionary<string, ItemContainer> _itemsDict = new Dictionary<string, ItemContainer>();
public Dictionary<string, ItemContainer> Items => _itemsDict;
[Signal]
public delegate void ItemRemovedEventHandler(LootItem item);
public delegate void ItemAddedEventHandler(LootItem item, int currentAmount);
[Signal]
public delegate void ItemRemovedEventHandler(LootItem item, int currentAmount);
// Called when the node enters the scene tree for the first time.
public override void _Ready()
@ -36,48 +40,66 @@ public partial class InventoryManager : Node2D
{
return _items.Any(x => x.Item == type && x.Amount > 0);
}
public bool AddItem(ItemTypes type, int amount = 1)
{
var item = new LootItem() { Item = type, Amount = amount };
_items.Add(item);
GD.Print($"Added {type} x{amount}");
EmitSignal(nameof(ItemAdded), item);
// switch (type)
// {
// // case ItemTypes.KeycardRed:
// // RedKeycard = true;
// // GD.Print($"Red Keycard x{amount}");
// // break;
// // case ItemTypes.KeycardBlue:
// // GD.Print($"Blue Keycard x{amount}");
// // break;
// // case ItemTypes.KeycardGreen:
// // GD.Print($"Green Keycard x{amount}");
// // break;
// // case ItemTypes.Ammo:
// // GD.Print($"Ammo x{amount}");
// // break;
// // case ItemTypes.Medkit:
// // GD.Print($"Medkit x{amount}");
// // break;
// // case ItemTypes.CrabBomb:
// // GD.Print($"CrabBomb x{amount}");
// // break;
// // case ItemTypes.Bomb:
// // GD.Print($"Bomb x{amount}");
// // break;
// // case ItemTypes.Mine:
// // GD.Print($"Mine x{amount}");
// // break;
// // case ItemTypes.Battery:
// // GD.Print($"Battery x{amount}");
// // break;
// // default:
// // return false;
// }
return true; // TODO: Return false if could not be added
public int RemoveItem(LootItem item, int amount)
{
if (_itemsDict.ContainsKey(item.ItemKey))
{
var itm = _itemsDict[item.ItemKey];
int removed = 0;
itm.Count -= amount;
if (itm.Count <= 0)
{
_itemsDict.Remove(item.ItemKey);
}
EmitSignal(nameof(ItemRemoved), item, item.Amount);
return itm.Count;
}
return 0;
}
public bool AddItem(LootItem item)
{
//var item = new LootItem() { Item = type, Amount = amount };
if (!_itemsDict.TryGetValue(item.ItemKey, out var itm))
{
_itemsDict.Add(item.ItemKey, new ItemContainer()
{
Item = item,
Count = item.Amount,
});
GD.Print($"Added new ({item.ItemKey}) {item.Item} x{item.Amount}");
EmitSignal(nameof(ItemAdded), item, item.Amount);
}
else
{
if (itm.Count < item.Amount)
{
itm.Count += item.Amount;
}
else
{
if (item.PickupIfMaxed)
{
itm.Count = item.Max;
}
else
{
return false;
}
}
EmitSignal(nameof(ItemAdded), item, itm.Count, item.Amount);
}
return true;
}
public void AddRedKeycard()
@ -90,3 +112,9 @@ public partial class InventoryManager : Node2D
RedKeycard = false;
}
}
public class ItemContainer
{
public LootItem Item { get; set; }
public int Count { get; set; }
}