working on items and inventory
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@@ -5,13 +5,17 @@ extends Control
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@onready var ammo_label := $AmmoLabel
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@onready var image_slot := $ItemImage
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@onready var reload_bar := $ReloadBar
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@onready var item_selecter := $ItemSelector
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@onready var toolbar_slot := $ToolbarSlot
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@rpc("call_local")
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func slot_selected():
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item_selecter.set_visible(true)
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toolbar_slot.set_modulate(Color("4f58d8"))
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slot_label.show()
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@rpc("call_local")
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func slot_deselected():
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item_selecter.set_visible(false)
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toolbar_slot.set_modulate(Color("ffffff"))
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slot_label.hide()
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func reload_item(cooldown: float):
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reload_bar.set_visible(true)
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@@ -24,24 +28,26 @@ func reload_item(cooldown: float):
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func clear_slot():
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image_slot.set_texture(null)
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slot_label.set_text("")
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ammo_label.set_text("")
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ammo_label.set_visible(false)
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func setup_slot(item_details: Dictionary):
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clear_slot()
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slot_label.set_text(item_details.item_name)
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var picNode = TextureRect.new()
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image_slot.add_child(picNode)
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picNode.set_mouse_filter(2)
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#picNode.set_mouse_filter(2)
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picNode.set_name("inv_texture")
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picNode.set_texture(item_details.item_texture)
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picNode.set_stretch_mode(TextureRect.STRETCH_KEEP)
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picNode.size = Vector2(16, 16)
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picNode.position = Vector2(-8, -8)
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picNode.set_anchors_preset(Control.PRESET_BOTTOM_WIDE)
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picNode.set_anchors_preset(Control.PRESET_FULL_RECT)
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# picNode.set_stretch_mode(TextureRect.STRETCH_KEEP)
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picNode.size = Vector2(64, 64)
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picNode.position = Vector2(-32, -32)
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if item_details.item_type == 0: # is weapon
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set_ammo_label(str(item_details.item_ammo))
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func set_slot_label(slot_index: String):
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slot_label.set_text(slot_index)
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func set_ammo_label(ammo_value: String):
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ammo_label.set_visible(true)
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