SupaLidlGame/UI/Inventory/BaseMenu.cs

75 lines
2.0 KiB
C#
Raw Permalink Normal View History

using Godot;
namespace SupaLidlGame.UI.Inventory;
public abstract partial class BaseMenu : Control, IModal
{
[Export]
protected InventoryGrid _inventoryGrid;
protected Button _focusButtonOnSelect { get; set; }
protected InventorySlot _selected;
public abstract void ShowModal();
public abstract void HideModal();
public bool IsPlayingAnimation => GetNode<AnimationPlayer>("%AnimationPlayer").IsPlaying();
public async void Close()
{
var animPlayer = GetNode<AnimationPlayer>("%AnimationPlayer");
animPlayer.Play("close");
await ToSignal(animPlayer, AnimationPlayer.SignalName.AnimationFinished);
HideModal();
}
public override void _Ready()
{
var onSlotFocused = (InventorySlot slot) =>
{
if (slot.Item is not null)
{
SetTooltipItem(slot);
}
};
var onSlotUnfocused = (InventorySlot slot) =>
{
SetTooltipItem(_selected);
};
var onSlotSelected = (InventorySlot slot) =>
{
_selected = slot;
SetTooltipItem(slot);
//GetNode<ItemTooltip>("%ActionButton").GrabFocus();
_focusButtonOnSelect.GrabFocus();
};
_inventoryGrid.Connect(InventoryGrid.SignalName.SlotFocused,
Callable.From(onSlotFocused));
_inventoryGrid.Connect(InventoryGrid.SignalName.SlotUnfocused,
Callable.From(onSlotUnfocused));
_inventoryGrid.Connect(InventoryGrid.SignalName.SlotSelected,
Callable.From(onSlotSelected));
}
protected virtual void SetTooltipItem(InventorySlot slot)
{
GetNode<ItemTooltip>("%ItemTooltip").Item = slot?.Item;
}
public abstract void OnButtonPress(Button button);
public override void _UnhandledInput(InputEvent @event)
{
if (@event.IsActionPressed("ui_cancel"))
{
AcceptEvent();
Close();
}
}
}