netfishing/ui/hotbar.gd

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4.8 KiB
GDScript3
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class_name HotbarUI
extends Control
const ItemCatalogType = preload("res://items/item_catalog.gd")
const PlayerBagType = preload("res://inventory/player_bag.gd")
const PlayerHotbarType = preload("res://inventory/player_hotbar.gd")
const HotbarSlotType = preload("res://ui/hotbar_slot.gd")
const FishingSpotType = preload("res://fishing/fishing_spot.gd")
@onready var _slot_row: HBoxContainer = %SlotRow
@onready var _selected_item_label: Label = %SelectedItemLabel
@onready var _item_name_timer: Timer = %ItemNameTimer
var _hotbar: PlayerHotbarType
var _bag: PlayerBagType
var _catalog: ItemCatalogType
var _fishing_spot: FishingSpotType
var _slots: Array[HotbarSlotType] = []
var _gameplay_input_enabled: bool = false
var _drag_enabled: bool = false
var _hovered_slot_index: int = -1
var _item_name_suppressed: bool = false
func _ready() -> void:
_item_name_timer.timeout.connect(_on_item_name_timer_timeout)
func setup(
hotbar: PlayerHotbarType,
bag: PlayerBagType,
catalog: ItemCatalogType,
fishing_spot: FishingSpotType,
) -> void:
_hotbar = hotbar
_bag = bag
_catalog = catalog
_fishing_spot = fishing_spot
if not _hotbar.slots_changed.is_connected(_refresh):
_hotbar.slots_changed.connect(_refresh)
if not _hotbar.selected_slot_changed.is_connected(
_on_selected_slot_changed
):
_hotbar.selected_slot_changed.connect(_on_selected_slot_changed)
if not _bag.contents_changed.is_connected(_refresh):
_bag.contents_changed.connect(_refresh)
_build_slots()
_refresh()
func set_gameplay_input_enabled(enabled: bool) -> void:
_gameplay_input_enabled = enabled
func set_drag_enabled(enabled: bool) -> void:
_drag_enabled = enabled
for slot: HotbarSlotType in _slots:
slot.set_drag_enabled(enabled)
if not enabled:
_hovered_slot_index = -1
_hide_item_name()
func set_item_name_suppressed(suppressed: bool) -> void:
_item_name_suppressed = suppressed
if suppressed:
_hovered_slot_index = -1
_hide_item_name()
func _unhandled_input(event: InputEvent) -> void:
if (
not _gameplay_input_enabled
or _hotbar == null
or _fishing_spot == null
or not _fishing_spot.can_change_hotbar_selection()
):
return
if event is InputEventKey and event.pressed and not event.echo:
for index: int in range(PlayerHotbarType.SLOT_COUNT):
if event.is_action_pressed("hotbar_%d" % (index + 1)):
_hotbar.select_slot(index)
get_viewport().set_input_as_handled()
return
if (
event is InputEventMouseButton
and event.pressed
and not event.shift_pressed
):
if event.button_index == MOUSE_BUTTON_WHEEL_UP:
_hotbar.cycle_selection(-1)
get_viewport().set_input_as_handled()
elif event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
_hotbar.cycle_selection(1)
get_viewport().set_input_as_handled()
func _build_slots() -> void:
for child: Node in _slot_row.get_children():
child.queue_free()
_slots.clear()
for index: int in range(PlayerHotbarType.SLOT_COUNT):
var slot := HotbarSlotType.new()
slot.toggle_mode = true
slot.setup(index, _hotbar, _bag, _catalog)
slot.set_drag_enabled(_drag_enabled)
slot.item_hovered.connect(_on_slot_item_hovered)
slot.item_hover_ended.connect(_on_slot_item_hover_ended)
slot.item_drag_started.connect(_on_slot_drag_started)
slot.item_drag_finished.connect(_on_slot_drag_finished)
_slot_row.add_child(slot)
_slots.append(slot)
func _refresh() -> void:
for slot: HotbarSlotType in _slots:
slot.refresh()
func _on_selected_slot_changed(
_slot_index: int,
_item_id: StringName,
) -> void:
_refresh()
if _hovered_slot_index < 0:
_show_selected_item_briefly()
func _on_slot_item_hovered(
slot_index: int,
item_id: StringName,
) -> void:
if _item_name_suppressed:
return
_hovered_slot_index = slot_index
_item_name_timer.stop()
_show_item_name(item_id)
func _on_slot_item_hover_ended(slot_index: int) -> void:
if slot_index != _hovered_slot_index:
return
_hovered_slot_index = -1
_show_selected_item_briefly()
func _on_slot_drag_started() -> void:
_hovered_slot_index = -1
_hide_item_name()
func _on_slot_drag_finished() -> void:
_show_selected_item_briefly()
func _show_selected_item_briefly() -> void:
if _item_name_suppressed or _hotbar == null:
_hide_item_name()
return
_show_item_name(_hotbar.get_selected_item_id())
if _selected_item_label.visible:
_item_name_timer.start()
func _show_item_name(item_id: StringName) -> void:
if item_id.is_empty() or _catalog == null:
_hide_item_name()
return
var item := _catalog.get_item_by_id(item_id)
if item == null:
_hide_item_name()
return
_selected_item_label.text = item.display_name
_selected_item_label.visible = true
func _hide_item_name() -> void:
_item_name_timer.stop()
_selected_item_label.text = ""
_selected_item_label.visible = false
func _on_item_name_timer_timeout() -> void:
if _hovered_slot_index < 0:
_hide_item_name()