Added basic inventory system

pull/3/head
cblech 10 months ago
parent 4f312209b3
commit 959ab68b4d

@ -0,0 +1,8 @@
[gd_scene load_steps=2 format=3 uid="uid://cgjc4wurbgimy"]
[ext_resource type="Script" uid="uid://b7vlkecrn0t5c" path="res://scripts/CSharp/Common/Inventory/InventoryUI.cs" id="1_6wusm"]
[node name="Inventory" type="Control"]
layout_mode = 3
anchors_preset = 0
script = ExtResource("1_6wusm")

@ -11,13 +11,14 @@ config_version=5
[application]
config/name="Babushka"
run/main_scene="res://scenes/testing/abandoned_street_3d.tscn"
run/main_scene="uid://mhtcm8daava5"
config/features=PackedStringArray("4.4", "C#", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
Dialogic="*res://addons/dialogic/Core/DialogicGameHandler.gd"
InventoryManager="*res://scripts/CSharp/Common/Inventory/InventoryManager.cs"
[dialogic]

@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="ItemResource" load_steps=2 format=3 uid="uid://c7viddcd3kywp"]
[ext_resource type="Script" uid="uid://cbskymrxs6ksu" path="res://scripts/CSharp/Common/Inventory/ItemResource.cs" id="1_t485b"]
[resource]
script = ExtResource("1_t485b")
name = "Axe Deo"
color = Color(0.643898, 0.4587, 0.294335, 1)
metadata/_custom_type_script = "uid://cbskymrxs6ksu"

@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="ItemResource" load_steps=2 format=3 uid="uid://cndd64batns31"]
[ext_resource type="Script" uid="uid://cbskymrxs6ksu" path="res://scripts/CSharp/Common/Inventory/ItemResource.cs" id="1_8k5aa"]
[resource]
script = ExtResource("1_8k5aa")
name = "Buck the Bucket"
color = Color(0.336269, 0.489145, 0.825324, 1)
metadata/_custom_type_script = "uid://cbskymrxs6ksu"

@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="ItemResource" load_steps=2 format=3 uid="uid://c5yg3lx756v4v"]
[ext_resource type="Script" uid="uid://cbskymrxs6ksu" path="res://scripts/CSharp/Common/Inventory/ItemResource.cs" id="1_06nef"]
[resource]
script = ExtResource("1_06nef")
name = "Your Mom"
color = Color(0.751421, 0.329615, 0.570911, 1)
metadata/_custom_type_script = "uid://cbskymrxs6ksu"

@ -0,0 +1,9 @@
[gd_resource type="Resource" script_class="ItemResource" load_steps=2 format=3 uid="uid://datee0flk1e84"]
[ext_resource type="Script" uid="uid://cbskymrxs6ksu" path="res://scripts/CSharp/Common/Inventory/ItemResource.cs" id="1_07aya"]
[resource]
script = ExtResource("1_07aya")
name = "Pick Axe"
color = Color(0.226361, 0.573832, 0.480633, 1)
metadata/_custom_type_script = "uid://cbskymrxs6ksu"

@ -0,0 +1,47 @@
[gd_scene load_steps=3 format=3 uid="uid://mhtcm8daava5"]
[ext_resource type="PackedScene" uid="uid://cgjc4wurbgimy" path="res://prefabs/UI/Inventory/Inventory.tscn" id="1_5dyk0"]
[sub_resource type="BoxMesh" id="BoxMesh_5dyk0"]
[node name="BabushkaTestsInventory" type="Node3D"]
[node name="Inventory" parent="." instance=ExtResource("1_5dyk0")]
[node name="MockScene" type="Node3D" parent="."]
[node name="MeshInstance3D" type="MeshInstance3D" parent="MockScene"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -2.52591, 0, 1.26963)
mesh = SubResource("BoxMesh_5dyk0")
skeleton = NodePath("../..")
[node name="MeshInstance3D2" type="MeshInstance3D" parent="MockScene"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -1.48916, 0, -0.762378)
mesh = SubResource("BoxMesh_5dyk0")
skeleton = NodePath("../..")
[node name="MeshInstance3D3" type="MeshInstance3D" parent="MockScene"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 1.58762, -2.38419e-07, -1.76688)
mesh = SubResource("BoxMesh_5dyk0")
skeleton = NodePath("../..")
[node name="MeshInstance3D4" type="MeshInstance3D" parent="MockScene"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 2.59247, -4.76837e-07, -0.0171926)
mesh = SubResource("BoxMesh_5dyk0")
skeleton = NodePath("../..")
[node name="MeshInstance3D5" type="MeshInstance3D" parent="MockScene"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, 0.696733, -4.76837e-07, 1.49587)
mesh = SubResource("BoxMesh_5dyk0")
skeleton = NodePath("../..")
[node name="MeshInstance3D6" type="MeshInstance3D" parent="MockScene"]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -4.7007, -4.76837e-07, -1.52457)
mesh = SubResource("BoxMesh_5dyk0")
skeleton = NodePath("../..")
[node name="Camera3D" type="Camera3D" parent="MockScene"]
transform = Transform3D(1, 0, 0, 0, 0.633826, 0.773475, 0, -0.773475, 0.633826, -0.833954, 3.04237, 2.8418)
[node name="DirectionalLight3D" type="DirectionalLight3D" parent="MockScene"]
transform = Transform3D(0.255314, 0.801032, -0.541445, -0.00609746, 0.561328, 0.827571, 0.966839, -0.207989, 0.148199, -1.99366, 2.88871, 2.87262)

@ -0,0 +1,10 @@
namespace Babushka.scripts.CSharp.Common.Inventory;
public enum InventoryActionResult
{
Success,
DestinationDoesNotExists,
DestinationFull,
SourceDoesNotExists,
SourceIsEmpty
}

@ -0,0 +1,85 @@
#nullable enable
using System;
using Godot;
using System.Collections.Generic;
namespace Babushka.scripts.CSharp.Common.Inventory;
public partial class InventoryInstance : Node
{
private List<InventorySlot> _slots = new();
public IReadOnlyList<InventorySlot> Slots => _slots;
[Signal]
public delegate void SlotAmountChangedEventHandler();
[Signal]
public delegate void InventoryContentsChangedEventHandler();
[Export]
public int SlotAmount
{
get => _slots.Count;
set
{
if (value < _slots.Count)
{
_slots.RemoveRange(value, _slots.Count - value);
}
else if (value > _slots.Count)
{
for (var i = _slots.Count; i < value; i++)
{
_slots.Add(new InventorySlot());
}
}
EmitSignal(SignalName.SlotAmountChanged);
}
}
public InventoryActionResult AddItem(ItemInstance newItem, int inventorySlot = -1)
{
if (inventorySlot < 0)
{
inventorySlot = _slots.FindIndex(slot => slot.IsEmpty());
}
if (inventorySlot < 0 || !_slots[inventorySlot].IsEmpty())
{
return InventoryActionResult.DestinationFull;
}
if (inventorySlot >= _slots.Count)
{
return InventoryActionResult.DestinationDoesNotExists;
}
_slots[inventorySlot].itemInstance = newItem;
EmitSignal(SignalName.InventoryContentsChanged);
return InventoryActionResult.Success;
}
public InventoryActionResult RemoveItem(int inventorySlot, out ItemInstance? itemInstance )
{
if (inventorySlot < 0 || inventorySlot >= _slots.Count)
{
itemInstance = null;
return InventoryActionResult.SourceDoesNotExists;
}
if (_slots[inventorySlot].IsEmpty())
{
itemInstance = null;
return InventoryActionResult.SourceIsEmpty;
}
itemInstance = _slots[inventorySlot].itemInstance;
_slots[inventorySlot].itemInstance = null;
EmitSignal(SignalName.InventoryContentsChanged);
return InventoryActionResult.Success;
}
public InventoryActionResult RemoveItem(int inventorySlot)
{
return RemoveItem(inventorySlot, out _);
}
}

@ -0,0 +1,63 @@
#nullable enable
using Godot;
namespace Babushka.scripts.CSharp.Common.Inventory;
public partial class InventoryManager : Node
{
public InventoryManager Instance { get; private set; }
public InventoryInstance playerInventory;
public override void _EnterTree()
{
Instance = this;
}
public override void _Ready()
{
playerInventory = new InventoryInstance();
playerInventory.SlotAmount = 30;
}
public InventoryActionResult CreateItem(
ItemResource itemBlueprint,
InventoryInstance inventory,
int inventorySlot = -1)
{
var newItem = new ItemInstance { blueprint = itemBlueprint };
var addResult = inventory.AddItem(newItem, inventorySlot);
return addResult;
}
public InventoryActionResult MoveItem(
InventoryInstance sourceInventory,
int sourceSlot,
InventoryInstance destinationInventory,
int destinationSlot)
{
var remResult = sourceInventory.RemoveItem(sourceSlot, out var item);
if (remResult != InventoryActionResult.Success) return remResult;
var addResult = destinationInventory.AddItem(item!, destinationSlot);
if(addResult == InventoryActionResult.Success) return InventoryActionResult.Success;
sourceInventory.AddItem(item!, sourceSlot); // can not fail ... in theory
return addResult;
}
public InventoryActionResult RemoveItem(
InventoryInstance inventory,
int inventorySlot,
out ItemInstance? itemInstance)
{
return inventory.RemoveItem(inventorySlot, out itemInstance);
}
public InventoryActionResult RemoveItem(
InventoryInstance inventory,
int inventorySlot)
{
return inventory.RemoveItem(inventorySlot);
}
}

@ -0,0 +1,12 @@
#nullable enable
namespace Babushka.scripts.CSharp.Common.Inventory;
public class InventorySlot
{
public ItemInstance? itemInstance;
public bool IsEmpty()
{
return itemInstance == null;
}
}

@ -0,0 +1,6 @@
using Godot;
using System;
public partial class InventoryUI : Control
{
}

@ -0,0 +1,6 @@
namespace Babushka.scripts.CSharp.Common.Inventory;
public class ItemInstance
{
public ItemResource blueprint;
}

@ -0,0 +1,18 @@
using Godot;
namespace Babushka.scripts.CSharp.Common.Inventory;
[GlobalClass]
public partial class ItemResource: Resource
{
[Export]
public string name;
[Export]
public Color color;
public ItemResource()
{
name = "";
color = Colors.Red;
}
}
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