98 lines
2.2 KiB
C#
98 lines
2.2 KiB
C#
using Godot;
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using GodotUtilities;
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using GodotUtilities.SourceGenerators;
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namespace SupaLidlGame.UI.Inventory;
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public partial class InventorySlot : Button
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{
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private bool _isSelected = false;
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public bool IsSelected
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{
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get => _isSelected;
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set
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{
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_isSelected = value;
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if (_selectedFrame is not null)
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{
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//_selectedFrame.Visible = _isSelected;
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//_frame.Visible = !_isSelected;
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}
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}
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}
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[Export]
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public bool UseFocusAsSelected { get; set; } = true;
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private TextureRect _textureRect;
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private NinePatchRect _frame;
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private NinePatchRect _selectedFrame;
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private static Texture2D _placeholderTexture;
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public int Index { get; set; }
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private Items.ItemMetadata _item;
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public Items.ItemMetadata Item
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{
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get => _item;
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set
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{
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_item = value;
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if (_item is null)
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{
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//_textureRect.Texture = null;
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Icon = null;
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}
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else
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{
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//_textureRect.Texture = _item.Icon;
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Icon = _item.Icon;
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}
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}
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}
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static InventorySlot()
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{
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_placeholderTexture = ResourceLoader.Load<Texture2D>(
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"res://Assets/Sprites/UI/hotbar-inactive.png");
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}
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public override void _Ready()
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{
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_textureRect = GetNode<TextureRect>("TextureRect");
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_frame = GetNode<NinePatchRect>("Frame");
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_selectedFrame = GetNode<NinePatchRect>("SelectedFrame");
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if (Item is null)
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{
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// do this to reset the icon
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Item = null;
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}
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if (UseFocusAsSelected)
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{
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void focusEntered()
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{
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IsSelected = true;
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}
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void focusExited()
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{
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IsSelected = false;
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}
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Connect(SignalName.FocusEntered, Callable.From(focusEntered));
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Connect(SignalName.FocusExited, Callable.From(focusExited));
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Connect(SignalName.MouseEntered, Callable.From(focusEntered));
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Connect(SignalName.MouseExited, Callable.From(focusExited));
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}
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}
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}
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