Files
2D_Game_test/UI/Inventory/InventorySlot.gd

55 lines
1.5 KiB
GDScript

extends Control
@onready var slot_label := $SlotLabel
@onready var ammo_label := $AmmoLabel
@onready var image_slot := $ItemImage
@onready var reload_bar := $ReloadBar
@onready var toolbar_slot := $ToolbarSlot
@rpc("call_local")
func slot_selected():
toolbar_slot.set_modulate(Color("4f58d8"))
slot_label.show()
@rpc("call_local")
func slot_deselected():
toolbar_slot.set_modulate(Color("ffffff"))
slot_label.hide()
func reload_item(cooldown: float):
reload_bar.set_visible(true)
reload_bar.set_max(cooldown)
reload_bar.set_step(0.1)
var tween = get_tree().create_tween()
tween.tween_method(reload_bar.set_value, 0.0, cooldown, cooldown)
await tween.finished
reload_bar.set_visible(false)
func clear_slot():
image_slot.set_texture(null)
slot_label.set_text("")
ammo_label.set_text("")
ammo_label.set_visible(false)
func setup_slot(item_details: Dictionary):
clear_slot()
slot_label.set_text(item_details.item_name)
var picNode = TextureRect.new()
image_slot.add_child(picNode)
#picNode.set_mouse_filter(2)
picNode.set_name("inv_texture")
picNode.set_texture(item_details.item_texture)
picNode.set_anchors_preset(Control.PRESET_FULL_RECT)
# picNode.set_stretch_mode(TextureRect.STRETCH_KEEP)
picNode.size = Vector2(64, 64)
picNode.position = Vector2(-32, -32)
if item_details.item_type == 0: # is weapon
set_ammo_label(str(item_details.item_ammo))
func set_ammo_label(ammo_value: String):
ammo_label.set_visible(true)
ammo_label.set_text(ammo_value)