Moved Bar slot selection handling to inventory manager

This commit is contained in:
cblech
2025-05-19 22:07:55 +02:00
parent ae4f7d9c58
commit d76218f88f
4 changed files with 41 additions and 15 deletions
@@ -1,13 +1,27 @@
#nullable enable
using System;
using Godot;
namespace Babushka.scripts.CSharp.Common.Inventory;
public partial class InventoryManager : Node
{
public static InventoryManager Instance { get; private set; }
[Signal]
public delegate void SlotIndexChangedEventHandler(int newIndex);
public static InventoryManager Instance { get; private set; } = null!;
public int CurrentSelectedSlotIndex
{
get => _currentSelectedSlotIndex;
set
{
_currentSelectedSlotIndex = value;
EmitSignalSlotIndexChanged(_currentSelectedSlotIndex);
}
}
public InventoryInstance playerInventory;
public InventoryInstance playerInventory = new InventoryInstance();
private int _currentSelectedSlotIndex = 0;
public override void _EnterTree()
{
@@ -16,7 +30,6 @@ public partial class InventoryManager : Node
public override void _Ready()
{
playerInventory = new InventoryInstance();
playerInventory.SlotAmount = 37;
}
@@ -68,4 +81,14 @@ public partial class InventoryManager : Node
{
return playerInventory.AddItem(itemInstance);
}
}
public InventorySlot GetCurrentSelectedSlot()
{
if (CurrentSelectedSlotIndex < 0 || CurrentSelectedSlotIndex > 8)
throw new ArgumentOutOfRangeException(
nameof(CurrentSelectedSlotIndex),
"currentInventoryBarIndex must be between 0 and 8 (inclusively)");
return playerInventory.Slots[CurrentSelectedSlotIndex];
}
}