using Godot; using GodotUtilities; using GodotUtilities.SourceGenerators; namespace SupaLidlGame.UI; [Scene] public partial class InventorySlot : ColorRect { [Node("TextureRect")] private TextureRect _textureRect; [Node("Selected")] private NinePatchRect _selected; [Node("Unselected")] private NinePatchRect _unselected; private static Texture2D _placeholderTexture; private Items.ItemMetadata _item; public Items.ItemMetadata Item { get => _item; set { _item = value; if (_item is null) { //_textureRect.Texture = _placeholderTexture; _textureRect.Texture = null; } else { _textureRect.Texture = _item.Icon; } } } private bool _isSelected = false; public bool IsSelected { get => _isSelected; set { _isSelected = value; _selected.Visible = _isSelected; _unselected.Visible = !_isSelected; } } static InventorySlot() { _placeholderTexture = ResourceLoader.Load( "res://Assets/Sprites/UI/hotbar-inactive.png"); } public override void _Notification(int what) { if (what == NotificationSceneInstantiated) { WireNodes(); } base._Notification(what); } public override void _Ready() { } }