mirror of
https://gitlab.com/MaddoScientisto/cirnogodot.git
synced 2026-06-01 08:45:33 +00:00
Ability to switch weapons through the menu
This commit is contained in:
parent
12b8d4a70f
commit
ff6d46ebcd
11 changed files with 61 additions and 4 deletions
|
|
@ -15,5 +15,6 @@ InfiniteAmmo = true
|
|||
BulletsPerShot = 1
|
||||
SpreadAngle = 0.0
|
||||
RandomSpread = 0.0
|
||||
ItemKey = "CheatGun"
|
||||
AmmoKey = ""
|
||||
_rotationOffset = 0.0
|
||||
|
|
|
|||
|
|
@ -15,5 +15,6 @@ InfiniteAmmo = true
|
|||
BulletsPerShot = 5
|
||||
SpreadAngle = 180.0
|
||||
RandomSpread = 0.0
|
||||
ItemKey = "EnemyWeapon"
|
||||
AmmoKey = ""
|
||||
_rotationOffset = 0.0
|
||||
|
|
|
|||
|
|
@ -15,5 +15,6 @@ InfiniteAmmo = true
|
|||
BulletsPerShot = 1
|
||||
SpreadAngle = 0.0
|
||||
RandomSpread = 0.0
|
||||
ItemKey = "EnemyWeapon_Simple"
|
||||
AmmoKey = ""
|
||||
_rotationOffset = 0.0
|
||||
|
|
|
|||
|
|
@ -15,5 +15,6 @@ InfiniteAmmo = false
|
|||
BulletsPerShot = 3
|
||||
SpreadAngle = 15.0
|
||||
RandomSpread = 0.0
|
||||
ItemKey = "IceShotgun"
|
||||
AmmoKey = "Ammo1"
|
||||
_rotationOffset = 0.0
|
||||
|
|
|
|||
|
|
@ -15,5 +15,6 @@ InfiniteAmmo = true
|
|||
BulletsPerShot = 1
|
||||
SpreadAngle = 0.0
|
||||
RandomSpread = 0.0
|
||||
ItemKey = "IcicleGun"
|
||||
AmmoKey = ""
|
||||
_rotationOffset = 0.0
|
||||
|
|
|
|||
|
|
@ -15,5 +15,6 @@ InfiniteAmmo = true
|
|||
BulletsPerShot = 1
|
||||
SpreadAngle = 0.0
|
||||
RandomSpread = 0.0
|
||||
ItemKey = "IcicleRepeater"
|
||||
AmmoKey = ""
|
||||
_rotationOffset = 0.0
|
||||
|
|
|
|||
|
|
@ -133,7 +133,7 @@ public partial class GameManager : Node2D
|
|||
_player.ShieldChanged += (newShield, maxShield) => _hud.UpdateShield(newShield, maxShield);
|
||||
|
||||
_player.InteractableAreaEntered += (interactable) => _hud.UpdateInteractable(interactable);
|
||||
|
||||
|
||||
_player.Death += () =>
|
||||
{
|
||||
// Show Game Over
|
||||
|
|
@ -155,6 +155,8 @@ public partial class GameManager : Node2D
|
|||
SpawnPlayerWeapon(item);
|
||||
}
|
||||
};
|
||||
|
||||
_inventoryManager.WeaponEquip += _player.EquipWeapon;
|
||||
}
|
||||
|
||||
SpawnWeapons();
|
||||
|
|
|
|||
|
|
@ -11,13 +11,16 @@ public partial class InventoryManager : Node2D
|
|||
|
||||
private Dictionary<string, ItemContainer> _itemsDict = new Dictionary<string, ItemContainer>();
|
||||
|
||||
public Dictionary<string, ItemContainer> Items => _itemsDict;
|
||||
public List<ItemContainer> Items => _itemsDict.Where(x => x.Value.Count > 0).Select(x => x.Value).ToList();
|
||||
|
||||
[Signal]
|
||||
public delegate void ItemAddedEventHandler(LootItem item, int currentAmount);
|
||||
|
||||
[Signal]
|
||||
public delegate void ItemRemovedEventHandler(string itemKey, int currentAmount);
|
||||
|
||||
[Signal]
|
||||
public delegate void WeaponEquipEventHandler(string itemKey);
|
||||
|
||||
// Called when the node enters the scene tree for the first time.
|
||||
public override void _Ready()
|
||||
|
|
@ -105,6 +108,37 @@ public partial class InventoryManager : Node2D
|
|||
{
|
||||
RedKeycard = false;
|
||||
}
|
||||
|
||||
public bool UseItem(string itemKey)
|
||||
{
|
||||
if (!_itemsDict.TryGetValue(itemKey, out var itm)) return false;
|
||||
|
||||
if (itm.Count == 0) return false;
|
||||
|
||||
switch (itm.Item.Item)
|
||||
{
|
||||
case ItemTypes.Medkit:
|
||||
// Heal
|
||||
break;
|
||||
case ItemTypes.FrogBomb:
|
||||
// Use Bomb
|
||||
break;
|
||||
case ItemTypes.Bomb:
|
||||
// Bomb
|
||||
break;
|
||||
case ItemTypes.Mine:
|
||||
break;
|
||||
case ItemTypes.Battery:
|
||||
break;
|
||||
case ItemTypes.Weapon:
|
||||
// Equip weapon
|
||||
EmitSignal(SignalName.WeaponEquip, itm.Item.ItemKey);
|
||||
break;
|
||||
|
||||
}
|
||||
|
||||
return true;
|
||||
}
|
||||
}
|
||||
|
||||
public class ItemContainer
|
||||
|
|
|
|||
|
|
@ -206,6 +206,16 @@ public partial class PlayerMovement : CharacterBody2D, IDestructible
|
|||
EquippedWeapons.Add(weapon);
|
||||
}
|
||||
|
||||
public void EquipWeapon(string itemKey)
|
||||
{
|
||||
if (string.IsNullOrWhiteSpace(itemKey)) return;
|
||||
var weapon = EquippedWeapons.FirstOrDefault(x => x.WeaponData.ItemKey == itemKey);
|
||||
|
||||
if (weapon is null) return;
|
||||
|
||||
EquipWeapon(weapon);
|
||||
}
|
||||
|
||||
public void EquipWeapon(Weapon weapon)
|
||||
{
|
||||
EquippedWeapon = weapon;
|
||||
|
|
|
|||
|
|
@ -34,6 +34,8 @@ public partial class WeaponResource : Resource
|
|||
[Export] public float SpreadAngle = 0f;
|
||||
[Export] public float RandomSpread = 0f;
|
||||
|
||||
[Export] public string ItemKey;
|
||||
|
||||
#region Bullet spawn data
|
||||
|
||||
[Export] public string AmmoKey;
|
||||
|
|
|
|||
|
|
@ -43,6 +43,8 @@ public partial class ItemsMenu : ItemList
|
|||
{
|
||||
var item = _itemsDic[index];
|
||||
GD.Print("Item: " + item);
|
||||
|
||||
_inventoryManager.UseItem(item);
|
||||
|
||||
HideInventory();
|
||||
}
|
||||
|
|
@ -57,9 +59,10 @@ public partial class ItemsMenu : ItemList
|
|||
public void ShowInventory()
|
||||
{
|
||||
this.Show();
|
||||
foreach (var itm in _inventoryManager.Items)
|
||||
foreach (var item in _inventoryManager.Items)
|
||||
{
|
||||
var item = itm.Value;
|
||||
if (item.Count <= 0) continue;
|
||||
|
||||
var index = this.AddItem($"{item.Item.ItemName} x{item.Count}", item.Item.InventorySprite,
|
||||
item.Item.Selectable);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue