DungeonCrawler/loot_window.gd
Andre e682ed65e4 Consumable-System, Klassen-Ressourcen, Hauptmenü und Item-Icons
- 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>
2026-03-15 20:45:57 +01:00

138 lines
3.8 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 hbox = HBoxContainer.new()
hbox.theme_override_constants = {}
# Icon wenn vorhanden
if item.icon:
var icon = TextureRect.new()
icon.texture = item.icon
icon.expand_mode = TextureRect.EXPAND_FIT_WIDTH_PROPORTIONAL
icon.stretch_mode = TextureRect.STRETCH_KEEP_ASPECT_CENTERED
icon.custom_minimum_size = Vector2(24, 24)
hbox.add_child(icon)
var button = Button.new()
if item is Equipment:
button.text = item.item_name + " (" + Equipment.get_slot_name(item.slot) + ")"
button.modulate = Equipment.get_rarity_color(item.rarity)
elif item is Consumable:
var count_text = " x" + str(item.stack_size) if item.stack_size > 1 else ""
button.text = item.item_name + count_text
button.modulate = Color(0.3, 0.9, 0.3)
button.size_flags_horizontal = Control.SIZE_EXPAND_FILL
button.pressed.connect(_on_loot_item.bind(i))
button.tooltip_text = _get_item_tooltip(item)
hbox.add_child(button)
item_list.add_child(hbox)
# 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