DungeonCrawler/loot_window.gd
Andre b01059de50 Loot-System, Gegner-Drops und Gold-Anzeige hinzugefügt
- Enemy droppt Loot bei Tod (Gold + Items basierend auf LootTable)
- LootWindow zeigt Beute an mit "Alles aufheben" Button
- Gold-Anzeige im HUD unter XP-Leiste
- Beispiel LootTables: Goblin (2-8 Gold) und Skeleton (5-15 Gold)
- Loot-System in World verdrahtet

Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
2026-03-15 20:14:22 +01:00

118 lines
3.2 KiB
GDScript

# LootWindow.gd
# Zeigt Loot eines besiegten Gegners an und lässt Spieler Items aufheben
extends CanvasLayer
var player = null
var current_loot: Dictionary = {} # {"gold": int, "items": [Equipment]}
var loot_world_position: Vector3 = Vector3.ZERO
var panel_visible = false
const LOOT_PICKUP_RANGE = 5.0
@onready var panel = $Panel
@onready var gold_label = $Panel/VBoxContainer/GoldLabel
@onready var item_list = $Panel/VBoxContainer/ScrollContainer/ItemList
@onready var loot_all_button = $Panel/VBoxContainer/LootAllButton
func _ready():
panel.visible = false
loot_all_button.pressed.connect(_on_loot_all)
func setup(p):
player = p
# Loot anzeigen
func show_loot(loot: Dictionary, world_pos: Vector3):
current_loot = loot
loot_world_position = world_pos
_refresh_display()
panel_visible = true
panel.visible = true
func hide_loot():
panel_visible = false
panel.visible = false
current_loot = {}
func _refresh_display():
# Gold anzeigen
if current_loot.get("gold", 0) > 0:
gold_label.text = str(current_loot["gold"]) + " Gold"
gold_label.visible = true
else:
gold_label.visible = false
# Items anzeigen
for child in item_list.get_children():
child.queue_free()
var items = current_loot.get("items", [])
for i in range(items.size()):
var item = items[i]
var button = Button.new()
button.text = item.item_name + " (" + Equipment.get_slot_name(item.slot) + ")"
button.modulate = Equipment.get_rarity_color(item.rarity)
button.pressed.connect(_on_loot_item.bind(i))
button.tooltip_text = _get_item_tooltip(item)
item_list.add_child(button)
# Wenn kein Loot mehr da, Fenster schließen
if current_loot.get("gold", 0) <= 0 and items.size() == 0:
hide_loot()
# Einzelnes Item aufheben
func _on_loot_item(index: int):
if player == null:
return
var items = current_loot.get("items", [])
if index >= items.size():
return
var item = items[index]
if player.inventory.add_item(item):
items.remove_at(index)
_refresh_display()
# Alles aufheben
func _on_loot_all():
if player == null:
return
# Gold aufheben
var gold = current_loot.get("gold", 0)
if gold > 0:
player.inventory.add_gold(gold)
current_loot["gold"] = 0
# Items aufheben
var items = current_loot.get("items", [])
var remaining = []
for item in items:
if not player.inventory.add_item(item):
remaining.append(item) # Inventar voll
current_loot["items"] = remaining
_refresh_display()
func _get_item_tooltip(item: Equipment) -> String:
var tooltip = item.item_name + "\n"
tooltip += Equipment.get_slot_name(item.slot) + "\n"
if item.slot == Equipment.Slot.WEAPON:
tooltip += "Schaden: " + str(item.min_damage) + "-" + str(item.max_damage) + "\n"
tooltip += "Tempo: " + str(item.attack_speed) + "s\n"
if item.armor > 0:
tooltip += "Rüstung: +" + str(item.armor) + "\n"
if item.strength > 0:
tooltip += "Stärke: +" + str(item.strength) + "\n"
if item.agility > 0:
tooltip += "Beweglichkeit: +" + str(item.agility) + "\n"
if item.intelligence > 0:
tooltip += "Intelligenz: +" + str(item.intelligence) + "\n"
if item.stamina > 0:
tooltip += "Ausdauer: +" + str(item.stamina) + "\n"
if item.haste > 0:
tooltip += "Tempo: +" + str(int(item.haste * 100)) + "%\n"
return tooltip