- Consumable-System: Tränke (HP/Mana) mit Stacking, Rechtsklick-Benutzung, Aktionsleisten-Zuweisung - Klassen-Ressourcen: ResourceType (NONE/MANA/RAGE/ENERGY) pro Klasse statt universelles Mana - Hauptmenü: Einstellungen für Auflösung, Fenstermodus, VSync, MSAA - Item-Icons: SVG-Icons für alle Equipment-Items und Tränke - Character Panel: Icon-Grid mit Hover-Tooltips statt Textanzeige - HUD: Ressourcen-Leiste mit klassenabhängiger Farbe - Loot: Consumable-Support in LootTable/LootWindow - Dokumentation vollständig aktualisiert Co-Authored-By: Claude Opus 4.6 <noreply@anthropic.com>
198 lines
6.3 KiB
GDScript
198 lines
6.3 KiB
GDScript
# InventoryPanel.gd
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# UI für das Spieler-Inventar (Equipment + Consumables)
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extends CanvasLayer
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signal item_selected(item, index: int)
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var panel_visible = false
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var player = null
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@onready var panel = $Panel
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@onready var gold_label = $Panel/VBoxContainer/Header/GoldLabel
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@onready var item_grid = $Panel/VBoxContainer/ScrollContainer/ItemGrid
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const SLOT_SIZE = 50
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func _ready():
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panel.visible = false
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func setup(p):
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player = p
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if player and player.inventory:
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player.inventory.inventory_changed.connect(_on_inventory_changed)
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player.inventory.gold_changed.connect(_on_gold_changed)
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_refresh_inventory()
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func toggle():
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panel_visible = !panel_visible
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panel.visible = panel_visible
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if panel_visible:
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_refresh_inventory()
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func _on_inventory_changed():
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if panel_visible:
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_refresh_inventory()
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func _on_gold_changed(new_amount: int):
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gold_label.text = str(new_amount) + " Gold"
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func _refresh_inventory():
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if player == null or player.inventory == null:
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return
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# Gold aktualisieren
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gold_label.text = str(player.inventory.gold) + " Gold"
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# Alte Slots entfernen
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for child in item_grid.get_children():
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child.queue_free()
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# Slots erstellen (immer MAX_SLOTS anzeigen)
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for i in range(Inventory.MAX_SLOTS):
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var slot = _create_slot(i)
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item_grid.add_child(slot)
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func _create_slot(index: int) -> Panel:
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var slot = Panel.new()
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slot.custom_minimum_size = Vector2(SLOT_SIZE, SLOT_SIZE)
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# Slot-Hintergrund stylen
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var style = StyleBoxFlat.new()
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style.bg_color = Color(0.15, 0.15, 0.15)
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style.border_color = Color(0.3, 0.3, 0.3)
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style.set_border_width_all(1)
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slot.add_theme_stylebox_override("panel", style)
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# Item vorhanden?
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if player.inventory and index < player.inventory.item_count():
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var item = player.inventory.get_item(index)
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if item:
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var item_icon = null
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if item is Consumable:
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item_icon = item.icon
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elif item is Equipment:
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item_icon = item.icon
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if item_icon:
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var icon = TextureRect.new()
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icon.texture = item_icon
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icon.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL
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icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
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icon.custom_minimum_size = Vector2(SLOT_SIZE - 4, SLOT_SIZE - 4)
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icon.position = Vector2(2, 2)
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slot.add_child(icon)
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else:
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# Fallback: Text
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var label = Label.new()
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label.text = item.item_name.substr(0, 3)
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label.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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label.vertical_alignment = VERTICAL_ALIGNMENT_CENTER
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label.add_theme_font_size_override("font_size", 10)
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if item is Equipment:
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label.modulate = Equipment.get_rarity_color(item.rarity)
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label.anchors_preset = Control.PRESET_FULL_RECT
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slot.add_child(label)
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# Stack-Count für Consumables
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if item is Consumable and item.stack_size > 1:
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var stack_label = Label.new()
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stack_label.text = str(item.stack_size)
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stack_label.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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stack_label.vertical_alignment = VERTICAL_ALIGNMENT_BOTTOM
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stack_label.add_theme_font_size_override("font_size", 11)
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stack_label.size = Vector2(SLOT_SIZE - 4, SLOT_SIZE - 4)
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stack_label.position = Vector2(0, 0)
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slot.add_child(stack_label)
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# Rahmen
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if item is Equipment:
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style.border_color = Equipment.get_rarity_color(item.rarity)
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elif item is Consumable:
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style.border_color = Color(0.3, 0.7, 0.3) # Grüner Rand für Consumables
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style.set_border_width_all(2)
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# Klick-Handler
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slot.gui_input.connect(_on_slot_clicked.bind(index, item))
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# Tooltip
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slot.tooltip_text = _get_item_tooltip(item)
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return slot
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func _on_slot_clicked(event: InputEvent, index: int, item):
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if event is InputEventMouseButton and event.pressed:
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if item is Equipment:
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if event.button_index == MOUSE_BUTTON_RIGHT:
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# Rechtsklick auf Equipment: Anlegen
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if player:
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var old_item = player.equip_item(item)
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player.inventory.remove_item(item)
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if old_item:
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player.inventory.add_item(old_item)
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_refresh_inventory()
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elif item is Consumable:
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if event.button_index == MOUSE_BUTTON_RIGHT:
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# Rechtsklick auf Consumable: Direkt benutzen
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if player:
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if player.use_consumable(item):
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if item.stack_size <= 0:
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player.inventory.remove_item(item)
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_refresh_inventory()
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player._update_action_bar_stacks()
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elif event.button_index == MOUSE_BUTTON_LEFT and event.shift_pressed:
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# Shift+Linksklick: Auf nächsten freien Aktionsleisten-Slot legen
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if player:
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_assign_consumable_to_bar(item)
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func _assign_consumable_to_bar(item: Consumable):
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# Nächsten freien Slot ab 2 finden
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for i in range(2, 9):
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if player.action_bar_items[i] == null:
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player.assign_to_action_bar(i, item)
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print(item.item_name + " auf Slot " + str(i + 1) + " gelegt")
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return
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# Kein freier Slot - auf Slot 2 legen
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player.assign_to_action_bar(2, item)
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print(item.item_name + " auf Slot 3 gelegt (überschrieben)")
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func _get_item_tooltip(item) -> String:
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if item is Consumable:
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return _get_consumable_tooltip(item)
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elif item is Equipment:
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return _get_equipment_tooltip(item)
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return item.item_name
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func _get_consumable_tooltip(item: Consumable) -> String:
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var tooltip = item.item_name + "\n"
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tooltip += "Verbrauchbar\n"
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tooltip += "---\n"
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tooltip += item.get_effect_text() + "\n"
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tooltip += "Cooldown: " + str(item.cooldown) + "s\n"
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tooltip += "Anzahl: " + str(item.stack_size) + "/" + str(item.max_stack) + "\n"
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tooltip += "\n[Rechtsklick: Benutzen]\n[Shift+Linksklick: Auf Leiste legen]"
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return tooltip
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func _get_equipment_tooltip(item: Equipment) -> String:
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var tooltip = item.item_name + "\n"
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tooltip += Equipment.get_slot_name(item.slot) + "\n"
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tooltip += "---\n"
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if item.slot == Equipment.Slot.WEAPON:
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tooltip += "Schaden: " + str(item.min_damage) + "-" + str(item.max_damage) + "\n"
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tooltip += "Tempo: " + str(item.attack_speed) + "s\n"
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if item.armor > 0:
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tooltip += "Rüstung: +" + str(item.armor) + "\n"
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if item.strength > 0:
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tooltip += "Stärke: +" + str(item.strength) + "\n"
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if item.agility > 0:
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tooltip += "Beweglichkeit: +" + str(item.agility) + "\n"
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if item.intelligence > 0:
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tooltip += "Intelligenz: +" + str(item.intelligence) + "\n"
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if item.stamina > 0:
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tooltip += "Ausdauer: +" + str(item.stamina) + "\n"
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if item.haste > 0:
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tooltip += "Tempo: +" + str(int(item.haste * 100)) + "%\n"
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tooltip += "\n[Rechtsklick zum Anlegen]"
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return tooltip
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