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