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https://gitlab.com/MaddoScientisto/cirnogodot.git
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123 lines
No EOL
3.5 KiB
C#
123 lines
No EOL
3.5 KiB
C#
using Cirno.Scripts.Resources;
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using Godot;
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namespace Cirno.Scripts.UI;
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public partial class WeaponAmmoCounter : Container
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{
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public LootItem Item { get; private set; }
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[Export]
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public TextureRect Icon { get; private set; }
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[Export]
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public TextureRect AmmoIcon { get; private set; }
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// The actual ammo label
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[Export] public Label TotalAmmoLabel { get; private set; }
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// Item count label
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[Export] public Label LoadedAmmoLabel { get; private set; }
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public void Init(LootItem item)
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{
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Item = item;
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// If it has icon show it
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// if it has count show it
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// if it has ammo show it
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// What's the point of having count and ammo without icon?
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if (!item.UiType.HasFlag(UiItemType.Icon))
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{
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Icon.Hide();
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}
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else
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{
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Icon.Texture = item.InventorySprite;
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}
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if (!item.UiType.HasFlag(UiItemType.Count))
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{
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LoadedAmmoLabel.Hide();
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}
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if (item.UiType.HasFlag(UiItemType.Ammo))
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{
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InventoryManager.Instance.LoadedAmmoChanged += OnInstanceOnLoadedAmmoChanged;
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if (string.IsNullOrWhiteSpace(item.WeaponData?.AmmoKey))
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{
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TotalAmmoLabel.Hide();
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AmmoIcon.Hide();
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return;
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}
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if (InventoryManager.Instance.TryGetItem(item.WeaponData?.AmmoKey, out var ammoItem))
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{
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AmmoIcon.Texture = ammoItem.Item.InventorySprite;
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}
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UpdateAmmoCounter();
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// Register this only if there's ammo
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InventoryManager.Instance.TotalAmmoChanged += OnInstanceOnTotalAmmoChanged;
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}
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else
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{
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AmmoIcon.Hide();
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TotalAmmoLabel.Hide();
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// Here sync the item count if it has no ammo but has count
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if (item.UiType.HasFlag(UiItemType.Count))
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{
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InventoryManager.Instance.ItemAdded += ItemAmountChanged;
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InventoryManager.Instance.ItemRemoved += ItemAmountRemoved;
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}
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}
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}
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private void ItemAmountChanged(LootItem item, int currentAmount)
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{
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if (item.ItemKey == Item.ItemKey)
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{
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LoadedAmmoLabel.Text = currentAmount.ToString();
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}
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}
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private void ItemAmountRemoved(string key, int currentAmount)
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{
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if (key == Item.ItemKey)
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{
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LoadedAmmoLabel.Text = currentAmount.ToString();
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}
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}
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private void OnInstanceOnLoadedAmmoChanged(StringName weaponKey, int count)
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{
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if (weaponKey != Item.WeaponData.ItemKey) return;
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LoadedAmmoLabel.Text = count.ToString();
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}
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private void OnInstanceOnTotalAmmoChanged(StringName ammoKey, int count)
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{
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if (ammoKey != Item.WeaponData.AmmoKey) return;
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TotalAmmoLabel.Text = count.ToString();
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}
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public void Delete()
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{
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InventoryManager.Instance.LoadedAmmoChanged -= OnInstanceOnLoadedAmmoChanged;
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InventoryManager.Instance.TotalAmmoChanged -= OnInstanceOnTotalAmmoChanged;
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InventoryManager.Instance.ItemAdded -= ItemAmountChanged;
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InventoryManager.Instance.ItemRemoved -= ItemAmountRemoved;
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QueueFree();
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}
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private void UpdateAmmoCounter()
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{
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TotalAmmoLabel.Text = InventoryManager.Instance.GetItemCount(Item.WeaponData.AmmoKey).ToString();
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}
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} |