Files
aarpg/gui/pause/inventory/scripts/inventory_data.gd
Andriy Yednarovych e877c5f058 init
2026-02-22 19:26:26 +01:00

89 lines
2.3 KiB
GDScript

class_name InventoryData extends Resource
@export var slots: Array[SlotData]
func _init() -> void:
connect_slots()
func add_item(item: ItemData, count := 1) -> bool:
var slot = get_slot_by_item(item)
if slot:
slot.quantity += count
return true
var empty_slot_index = get_empty_slot_index()
if empty_slot_index > -1:
var new_slot = SlotData.new()
new_slot.item_data = item
new_slot.quantity = count
slots[empty_slot_index] = new_slot
new_slot.changed.connect(on_slot_changed)
return true
print("inventory full")
return false
func get_slot_by_item(item: ItemData) -> SlotData:
var index = slots.find_custom(func(slot: SlotData): return slot != null and slot.item_data == item)
if index > -1:
return slots[index]
return null
func get_empty_slot_index() -> int:
return slots.find_custom(func(slot: SlotData): return !slot)
func get_valid_slots() -> Array[SlotData]:
return slots.filter(func(slot: SlotData): return slot);
func connect_slots() -> void:
for slot: SlotData in get_valid_slots():
slot.changed.connect(on_slot_changed)
func on_slot_changed() -> void:
for slot_index in slots.size():
var slot: SlotData = slots[slot_index]
if slot and slot.quantity < 1:
slot.changed.disconnect(on_slot_changed)
slots[slot_index] = null
emit_changed()
func get_save_data() -> Array:
var item_save := []
for slot in slots:
item_save.append(item_to_save(slot))
return item_save
func item_to_save(slot: SlotData) -> Dictionary:
var result := {
item = "",
quantity = 0
}
if !slot:
return result
result.quantity = slot.quantity
if !slot.item_data:
return result
result.item = slot.item_data.resource_path
return result
func load_save_date(save_data: Array) -> void:
var slots_size = slots.size()
slots.clear()
slots.resize(slots_size)
for save_index in save_data.size():
slots[save_index] = save_to_item(save_data[save_index])
connect_slots()
func save_to_item(save_item: Dictionary) -> SlotData:
if save_item.item == "":
return null
var new_slot := SlotData.new()
new_slot.item_data = load(save_item.item)
new_slot.quantity = int(save_item.quantity)
return new_slot
func use_item(item: ItemData, count := 1) -> bool:
for slot in slots:
if slot and slot.item_data == item and slot.quantity >= count:
slot.quantity -= count
return true
return false