using System.Collections.Generic; using Godot; using SupaLidlGame.Characters; namespace SupaLidlGame.Items { public partial class Inventory : Node2D { public Character Character { get; private set; } public List Items { get; private set; } = new List(); public const int MaxCapacity = 32; private Item _selectedItem; public Item SelectedItem { get => _selectedItem; set { if (!Items.Contains(value)) { GD.PrintErr("Tried to equip an item not in the inventory."); return; } if (_selectedItem is not null) { _selectedItem.Unequip(Character); } _selectedItem = value; // this is to handle if item was manually unequipped if (_selectedItem is not null) { _selectedItem.Equip(Character); } } } public Item AddItem(Item item) { if (Items.Count >= MaxCapacity) { return null; } item.CharacterOwner = Character; item.Visible = false; Items.Add(item); return item; } public Item DropItem(Item item) { item.CharacterOwner = null; item.Visible = true; throw new System.NotImplementedException(); } public override void _Ready() { Character = GetParent(); foreach (Node child in GetChildren()) { if (child is Item item) { AddItem(item); } } base._Ready(); } } }