SpielBackupAlt/InventoryManager.gd

52 lines
1.1 KiB
GDScript
Executable File

extends Node
var charPanel
var invPanel
var weapons
var currentWeapon
func _ready():
charPanel = get_node("CharacterPanel")
invPanel = get_node("Inventory")
invPanel.visible = false
weapons = get_node("ViewportContainer/Viewport/Weapons")
func SelectSlot(slot):
## bruh moment if slot > 3 or slot < 1 :troll:
var item = charPanel.slots[slot].item
## All the Item vars ( idfk if we need any of them tho )
#var itemIcon;
#var itemName;
#var itemValue;
#var itemSlot;
#var slotType;
#var picked = false;
#var rarity = 0;
if currentWeapon != null:
currentWeapon.visible = false
if(item == null):
return
currentWeapon = weapons.get_node(item.itemName)
if currentWeapon != null:
currentWeapon.visible = true
func ShowInventory(value):
invPanel.visible = value
func AddToInventory(itemName, itemIcon):
return invPanel.AddToInventory(itemName, itemIcon)
func AddToHotbar(itemName, itemIcon):
return charPanel.AddToHotbar(itemName, itemIcon)
func has(itemName):
if currentWeapon == null:
return false
return currentWeapon.name == itemName