xiandie/scene/prop/prop_inventory_resource.gd

77 lines
2.1 KiB
GDScript

class_name PropInventory extends Resource
signal current_item_changed(prop_key: String)
@export var owner := ""
# 在外部可读不可写,因为需要按角色更新道具
@export var current_index := 0:
set(val):
if current_index != val:
val = wrapi(val, 0, enabled_items.size())
current_index = val
if enabled_items.size() > 0:
current_item_changed.emit(enabled_items[current_index])
else:
current_item_changed.emit("")
# 重要物品,不可丢弃,在背包可见
@export var important_items := []
# 未查看的重要物品,红点效果
@export var unviewed_important_items := []
@export var default_enabled_items := []
@export var xdie_enabled_items := []
@export var xxdie_enabled_items := []
@export var xxxdie_enabled_items := []
var enabled_items := []
func checkout(character: String):
# @export_enum("吕萍", "吕萍爬行", "吕萍带小猫", "吕萍推柜子", "小小蝶", "盒子猫", "小小小蝶") var character := "吕萍":
if character == "小小蝶":
enabled_items = xxdie_enabled_items
elif character == "小小小蝶":
enabled_items = xxxdie_enabled_items
elif character.substr(0, 2) == "吕萍":
enabled_items = xdie_enabled_items
else:
enabled_items = default_enabled_items
func enable_important_item(prop_key: String) -> void:
if not important_items.has(prop_key):
important_items.append(prop_key)
unviewed_important_items.append(prop_key)
func has_prop(prop_key: String) -> bool:
return enabled_items.has(prop_key)
func current_item_key() -> String:
if enabled_items.size() == 0:
return ""
return enabled_items[current_index]
func enable_item(prop_key: String) -> void:
# 重复 enable 无负面影响
if not enabled_items.has(prop_key):
enabled_items.append(prop_key)
# 新增后直接选中
current_index = enabled_items.find(prop_key)
func disable_item(prop_key: String) -> void:
# if enabled_items.has(prop_key):
enabled_items.erase(prop_key)
# wrap index
current_index = wrapi(current_index, 0, enabled_items.size())
# return true if the index changed
func index_wrap_add(delta: int) -> bool:
# auto wrapped in setter
current_index += delta
return not enabled_items.is_empty()