SupaLidlGame/UI/Inventory/ShopMenu.cs

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2.3 KiB
C#
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using Godot;
using System.Collections.Generic;
namespace SupaLidlGame.UI.Inventory;
public partial class ShopMenu : Control, IModal
{
private Items.IItemCollection<Items.ShopEntry> _source;
public Items.IItemCollection<Items.ShopEntry> Source
{
get => _source;
set
{
_source = value;
_inventoryGrid.Source = value;
}
}
[Export]
private InventoryGrid _inventoryGrid;
private InventorySlot _selected;
public void ShowModal()
{
Show();
var animPlayer = GetNode<AnimationPlayer>("%AnimationPlayer");
animPlayer.Play("open");
}
public void HideModal()
{
Hide();
_source = null;
}
public async void Close()
{
var animPlayer = GetNode<AnimationPlayer>("%AnimationPlayer");
animPlayer.Play("close");
await ToSignal(animPlayer, AnimationPlayer.SignalName.AnimationFinished);
HideModal();
}
public override void _Ready()
{
_inventoryGrid.SlotFocused += (InventorySlot slot) =>
{
if (slot.Item is not null)
{
SetTooltipItem(slot);
}
};
_inventoryGrid.SlotUnfocused += (InventorySlot slot) =>
{
SetTooltipItem(_selected);
};
_inventoryGrid.SlotSelected += (InventorySlot slot) =>
{
_selected = slot;
SetTooltipItem(slot);
GetNode<Button>("%BuyButton").GrabFocus();
};
GetNode<Button>("%BuyButton").GuiInput += (InputEvent @event) =>
{
if (@event.IsActionPressed("ui_cancel"))
{
GetViewport().SetInputAsHandled();
_selected?.GrabFocus();
}
};
}
private void SetTooltipItem(InventorySlot slot)
{
GetNode<ItemTooltip>("%ItemTooltip").Item = slot?.Item;
if (slot == _selected)
{
GetNode<Button>("%BuyButton").Disabled = false;
}
else
{
GetNode<Button>("%BuyButton").Disabled = true;
}
}
public override void _UnhandledInput(InputEvent @event)
{
if (@event.IsActionPressed("ui_cancel"))
{
GetViewport().SetInputAsHandled();
Close();
}
}
}