started C# refactor

This commit is contained in:
Damien Ostler 2024-01-11 21:00:48 -05:00
parent 6a3c366cd9
commit d3c207e8f2
48 changed files with 515 additions and 979 deletions

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Godot Grid Inventory

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namespace GodotGridInventory.Code.Grid.Enums;
public enum EnumInventoryGridCellState
{
Available,
Unavailable
}

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using Godot;
using GodotGridInventory.Code.Grid.Enums;
namespace GodotGridInventory.Code.Grid;
public class InventoryCell
{
private readonly InventoryGrid _parentGrid;
public Vector2 Position { get; set; }
public EnumInventoryGridCellState State { get; set; }
public ItemConfiguration? Item { get; set; } = null;
public InventoryCell(Vector2 position, InventoryGrid parentGrid)
{
_parentGrid = parentGrid;
State = EnumInventoryGridCellState.Available;
Item = null;
Position = position;
}
}

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Code/Grid/InventoryGrid.cs Normal file
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using System.Collections.Generic;
using System.Linq;
using Godot;
using GodotGridInventory.Code.Grid.Enums;
namespace GodotGridInventory.Code.Grid;
public class InventoryGrid
{
private readonly int _gridWidth;
private readonly int _gridHeight;
private readonly List<InventoryCell> _gridCells = new();
public InventoryGrid(int width, int height)
{
_gridWidth = width;
_gridHeight = height;
InitializeGrid();
}
private void InitializeGrid()
{
for(var x = 0; x < _gridWidth; x++)
{
for(var y = 0; y < _gridHeight; y++)
{
var cellPosition = new Vector2(x, y);
var cell = new InventoryCell(cellPosition, this);
_gridCells.Add(cell);
}
}
}
#region Private Methods
/// <summary>
/// Sets the item of a cell at a given position.
/// </summary>
/// <param name="position">The position of the cell to update.</param>
/// <param name="item">The item to set the cell to.</param>
private void SetCellItem(Vector2 position, ItemConfiguration item)
{
var cell = _gridCells.FirstOrDefault(cell => cell.Position == position);
if(cell != null)
{
cell.Item = item;
}
}
/// <summary>
/// Clears the item of a cell at a given position.
/// </summary>
/// <param name="position">The position of the cell to update.</param>
private void ClearCellItem(Vector2 position)
{
var cell = _gridCells.FirstOrDefault(cell => cell.Position == position);
if(cell != null)
{
cell.Item = null;
}
}
/// <summary>
/// Sets the state of a cell at a given position in inventory grid space.
/// </summary>
/// <param name="position">The position of the cell to set.</param>
/// <param name="state">The state to set the cell</param>
private void SetCellState(Vector2 position, EnumInventoryGridCellState state)
{
var cell = _gridCells.FirstOrDefault(cell => cell.Position == position);
if(cell != null)
{
cell.State = state;
}
}
/// <summary>
/// Sets the state of a selection of cells at a given position and size in inventory grid space.
/// </summary>
/// <param name="position">The position of the cells to set from the top left..</param>
/// <param name="size">The size of the area to set starting at the top left.</param>
/// <param name="state">The state to set the cells</param>
private void SetCellAreaState(Vector2 position, Vector2 size, EnumInventoryGridCellState state)
{
foreach (var cell in _gridCells.Where(cell => cell.Position.X >= position.X && cell.Position.X < position.X + size.X && cell.Position.Y >= position.Y && cell.Position.Y < position.Y + size.Y))
{
cell.State = state;
}
}
/// <summary>
/// Gets the first available cell position that can fit an item of a given size.
/// </summary>
/// <param name="size">The size to check for.</param>
/// <returns>The first coordinates available for something of the given size, or null if no space available.</returns>
private Vector2? GetAvailableCellPosition(Vector2 size)
{
var availableCells = _gridCells.Where(cell => cell.State == EnumInventoryGridCellState.Available);
var cell = availableCells.FirstOrDefault();
if(cell != null)
{
return cell.Position;
}
for (int x = 0; x <= _gridWidth - size.X; x++)
{
for (int y = 0; y <= _gridHeight - size.Y; y++)
{
// Check if the area is available
if (IsSpaceAvailable(new Vector2(x, y), size))
{
return new Vector2(x,y);
}
}
}
return null;
}
/// <summary>
/// This checks all of the cells in a space to see if all of them are available.
/// </summary>
/// <param name="position">The top left position of the item in the inventories grid space.</param>
/// <param name="size">The size of the item in inventory grid space.</param>
/// <returns>A List of cells that are available for the item to be placed in.</returns>
private bool IsSpaceAvailable(Vector2 position, Vector2 size)
{
var cells = _gridCells.Where( cell => cell.Position.X >= position.X && cell.Position.X < position.X + size.X && cell.Position.Y >= position.Y && cell.Position.Y < position.Y + size.Y);
return cells.All(cell => cell.State == EnumInventoryGridCellState.Available);
}
#endregion
#region Public Methods
/// <summary>
/// Adds an item to the inventory grid.
/// </summary>
/// <param name="itemId">The ID of the item to add.</param>
/// <param name="position">The position to add the item at in inventory grid space. If null then will insert at first available place.</param>
/// <returns></returns>
public bool AddItem(string itemId, Vector2? position)
{
var item = ItemDatabase.Instance.GetItemConfiguration(itemId);
if(item == null)
{
GD.PrintErr("Attempted to add item with id " + itemId + ", which does not exist.");
return false;
}
if(position.HasValue==false)
{
position = GetAvailableCellPosition(item.Size);
}
if (position.HasValue==false)
{
GD.PrintErr("Attempted to add item with id " + itemId + ", but there is no space available.");
return false;
}
SetCellAreaState((Vector2)position, item.Size, EnumInventoryGridCellState.Unavailable);
return true;
}
#endregion
}

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using Godot;
namespace GodotGridInventory.Code;
public class InventoryController : Node
{
}

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using System.Linq;
using Godot;
using Godot.Collections;
namespace GodotGridInventory.Code;
public class ItemDatabase
{
public static ItemDatabase Instance { get; } = new();
private readonly Dictionary<string, ItemConfiguration> _itemDatabase = new();
public ItemConfiguration GetItemConfiguration(string id)
{
return _itemDatabase[id];
}
private void InitializeItemDatabase()
{
GD.Print("Initializing the item database.");
var items = DirAccess.GetFilesAt(ItemDatabaseConstants.ITEMS_PATH).Where(filePath => filePath.EndsWith(ItemDatabaseConstants.ITEM_EXTENSION));
foreach (var item in items)
{
var itemResource = GD.Load<ItemConfiguration>(item);
if (itemResource != null)
{
_itemDatabase.Add(itemResource.Id, itemResource);
GD.Print($"Loaded item {itemResource.Name} with id {itemResource.Id} into the item database.");
}
}
}
}

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namespace GodotGridInventory.Code;
public class ItemDatabaseConstants
{
public static string ITEMS_PATH = "res://grid_inventory_system/items";
public static string ITEM_EXTENSION = ".tres";
}

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using System;
namespace GodotGridInventory.Code.Items.Enums;
[Flags]
public enum EnumItemActions
{
None = 0,
Examine = 1 << 1,
Equip = 1 << 2,
Use = 1 << 3,
Open = 1 << 4,
Drop = 1 << 5,
Destroy = 1 << 6
}

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using Godot;
using System;
using GodotGridInventory.Code.Items.Enums;
[GlobalClass, Icon("res://icon.svg")]
public partial class ItemConfiguration : Resource
{
[Export] public string Id { get; set; }
[Export] public string Name { get; set; }
[Export] public string Description { get; set; }
[Export] public Vector2 Size { get; set; }
[Export] public Texture2D Texture { get; set; }
[Export] public EnumItemActions Actions { get; set; }
[Export] public string[] Slots { get; set; }
}

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<TargetFramework Condition=" '$(GodotTargetPlatform)' == 'ios' ">net8.0</TargetFramework>
<EnableDynamicLoading>true</EnableDynamicLoading>
<RootNamespace>GodotGridInventory</RootNamespace>
</PropertyGroup>
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Godot Grid Inventory.sln Normal file
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[resource]
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Id = "item_small"
Name = "Item Small"
Description = "A small item."
Size = Vector2(3, 3)
Texture = ExtResource("1_arnqm")
Actions = 0
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extends Node
@export var inventory:InventoryController
@export var grid:GridContainer
func _ready():
var items = ItemDb.ITEMS
for item in items:
var button = Button.new()
grid.add_child(button)
button.text = "Spawn "+item
button.connect("pressed", func():
inventory.pickup_item(item))
func _on_button_3_pressed():
$"..".pickup_item("small_debug_item")
func _on_button_2_pressed():
$"..".pickup_item("medium_debug_item")
func _on_button_pressed():
$"..".pickup_item("large_debug_item")
func _on_button_4_pressed():
$"..".pickup_item("shirt")
func _on_button_5_pressed():
$"..".pickup_item("hat")

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grid = NodePath("Items/GridContainer")
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anchors_preset = 9
anchor_bottom = 1.0
offset_right = 228.0
grow_vertical = 2
script = SubResource("GDScript_fqjhy")
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unique_name_in_owner = true
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[ext_resource type="Texture2D" uid="uid://bdfcmsyry3sg3" path="res://grid_inventory_system/debug/shirt.png" id="1_gmlai"]
[resource]
script = ExtResource("1_f4bsa")
item_id = "shirt"
item_name = "Shirt"
item_description = "This is a shirt"
item_size = Vector2(256, 256)
item_usable = false
item_openable = false
item_droppable = false
item_destroyable = false
item_equipment = true
item_equipment_slot = "BODY"
item_texture = ExtResource("1_gmlai")

View File

@ -1,18 +0,0 @@
[gd_resource type="Resource" script_class="ItemConfiguration" load_steps=3 format=3 uid="uid://cauw4i0kveld6"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemConfiguration.gd" id="1_hflmv"]
[ext_resource type="Texture2D" uid="uid://ghlfm76i4kve" path="res://grid_inventory_system/debug/hat.png" id="1_vm0jo"]
[resource]
script = ExtResource("1_hflmv")
item_id = "hat"
item_name = "Hat"
item_description = "This is a hat"
item_size = Vector2(224, 160)
item_usable = false
item_openable = false
item_droppable = false
item_destroyable = false
item_equipment = true
item_equipment_slot = "HEAD"
item_texture = ExtResource("1_vm0jo")

View File

@ -1,18 +0,0 @@
[gd_resource type="Resource" script_class="ItemConfiguration" load_steps=3 format=3 uid="uid://d2orfaiyhg0sa"]
[ext_resource type="Texture2D" uid="uid://bdvx58rwnaeev" path="res://icon.svg" id="1_l6twi"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemConfiguration.gd" id="2_40ofh"]
[resource]
script = ExtResource("2_40ofh")
item_id = "large_debug_item"
item_name = "Debug Item Large"
item_description = "A large item for debugging."
item_size = Vector2(256, 256)
item_usable = true
item_openable = false
item_droppable = false
item_destroyable = true
item_equipment = false
item_equipment_slot = "NONE"
item_texture = ExtResource("1_l6twi")

View File

@ -1,18 +0,0 @@
[gd_resource type="Resource" script_class="ItemConfiguration" load_steps=3 format=3 uid="uid://drkcx6hkx0ay8"]
[ext_resource type="Texture2D" uid="uid://bdvx58rwnaeev" path="res://icon.svg" id="1_jwlst"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemConfiguration.gd" id="2_xdqd2"]
[resource]
script = ExtResource("2_xdqd2")
item_id = "medium_debug_item"
item_name = "Debug Item Medium"
item_description = "A medium item for debugging."
item_size = Vector2(128, 128)
item_usable = false
item_openable = true
item_droppable = true
item_destroyable = false
item_equipment = false
item_equipment_slot = "NONE"
item_texture = ExtResource("1_jwlst")

View File

@ -1,18 +0,0 @@
[gd_resource type="Resource" script_class="ItemConfiguration" load_steps=3 format=3 uid="uid://p3m1yi3kw1q6"]
[ext_resource type="Texture2D" uid="uid://bdvx58rwnaeev" path="res://icon.svg" id="1_g0vsl"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemConfiguration.gd" id="2_lq0i6"]
[resource]
script = ExtResource("2_lq0i6")
item_id = "small_debug_item"
item_name = "Debug Item Small"
item_description = "A small item for debugging."
item_size = Vector2(64, 64)
item_usable = false
item_openable = false
item_droppable = false
item_destroyable = true
item_equipment = false
item_equipment_slot = "NONE"
item_texture = ExtResource("1_g0vsl")

View File

@ -1,13 +0,0 @@
[gd_resource type="Resource" script_class="ItemConfiguration" load_steps=2 format=3 uid="uid://cvy3nwmcgx5le"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemConfiguration.gd" id="1_jvmcf"]
[resource]
script = ExtResource("1_jvmcf")
item_id = "item"
item_name = "Item Name"
item_description = "This is the default item description."
item_size = Vector2(3, 3)
item_usable = false
item_equipment = false
item_equipment_slot = "NONE"

View File

@ -1,50 +0,0 @@
[gd_scene load_steps=2 format=3 uid="uid://bkmpq37oqwww8"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ContextMenu.gd" id="1_dwa8t"]
[node name="ContextMenu" type="Panel" node_paths=PackedStringArray("use_button", "open_button", "drop_button", "destroy_button")]
custom_minimum_size = Vector2(160, 0)
offset_left = 240.0
offset_top = 102.0
offset_right = 400.0
offset_bottom = 210.0
script = ExtResource("1_dwa8t")
use_button = NodePath("ContextOptions/Use")
open_button = NodePath("ContextOptions/Open")
drop_button = NodePath("ContextOptions/Drop")
destroy_button = NodePath("ContextOptions/Destroy")
[node name="ContextOptions" type="GridContainer" parent="."]
layout_mode = 0
offset_left = 5.0
offset_top = 4.0
offset_right = 95.0
offset_bottom = 42.0
[node name="Use" type="Button" parent="ContextOptions"]
custom_minimum_size = Vector2(150, 0)
layout_mode = 2
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 10
text = "Use"
[node name="Open" type="Button" parent="ContextOptions"]
custom_minimum_size = Vector2(150, 0)
layout_mode = 2
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 10
text = "Open"
[node name="Drop" type="Button" parent="ContextOptions"]
custom_minimum_size = Vector2(150, 0)
layout_mode = 2
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 10
text = "Drop"
[node name="Destroy" type="Button" parent="ContextOptions"]
custom_minimum_size = Vector2(150, 0)
layout_mode = 2
size_flags_horizontal = 3
theme_override_font_sizes/font_size = 10
text = "Destroy"

View File

@ -1,129 +0,0 @@
[gd_scene load_steps=5 format=3 uid="uid://brs6u78mwggbp"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/InventoryController.gd" id="1_pdgp8"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/ItemSlot.gd" id="2_7s2pc"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/InventoryGrid.gd" id="3_05dq4"]
[ext_resource type="PackedScene" uid="uid://c2c7v5idagdqr" path="res://grid_inventory_system/debug/debug_ui.tscn" id="4_w8gq7"]
[node name="Inventory" type="Control" node_paths=PackedStringArray("inventory_grid", "inventory_loot_grid", "inventory_background", "inventory_equipment_slots")]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_pdgp8")
inventory_grid = NodePath("UI/Background/Items")
inventory_loot_grid = NodePath("UI/Background/ColorRect/LootItems")
inventory_background = NodePath("UI/Background")
inventory_equipment_slots = NodePath("UI/Background/Equipment")
[node name="UI" type="CanvasLayer" parent="."]
[node name="Background" type="ColorRect" parent="UI"]
anchors_preset = 8
anchor_left = 0.5
anchor_top = 0.5
anchor_right = 0.5
anchor_bottom = 0.5
offset_left = -473.5
offset_top = -462.0
offset_right = 473.5
offset_bottom = 9.0
grow_horizontal = 2
grow_vertical = 2
color = Color(0.121569, 0.121569, 0.121569, 1)
[node name="Equipment" type="ColorRect" parent="UI/Background"]
layout_mode = 1
anchors_preset = 11
anchor_left = 1.0
anchor_right = 1.0
anchor_bottom = 1.0
offset_left = -237.0
offset_top = 4.0
offset_right = -4.0
offset_bottom = -4.0
grow_horizontal = 0
grow_vertical = 2
color = Color(0.184314, 0.184314, 0.184314, 1)
script = ExtResource("2_7s2pc")
[node name="HEAD" type="ColorRect" parent="UI/Background/Equipment"]
layout_mode = 1
anchors_preset = 5
anchor_left = 0.5
anchor_right = 0.5
offset_left = -37.0
offset_top = 16.5
offset_right = 38.0
offset_bottom = 91.5
grow_horizontal = 2
color = Color(0.278431, 0.278431, 0.278431, 1)
[node name="BODY" type="ColorRect" parent="UI/Background/Equipment"]
layout_mode = 1
anchors_preset = 4
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 32.5
offset_top = -121.0
offset_right = 202.5
offset_bottom = 49.0
grow_vertical = 2
color = Color(0.278431, 0.278431, 0.278431, 1)
[node name="WEAPON" type="ColorRect" parent="UI/Background/Equipment"]
layout_mode = 1
anchors_preset = 4
anchor_top = 0.5
anchor_bottom = 0.5
offset_left = 7.5
offset_top = 91.0
offset_right = 227.5
offset_bottom = 194.0
grow_vertical = 2
color = Color(0.278431, 0.278431, 0.278431, 1)
[node name="ColorRect" type="ColorRect" parent="UI/Background"]
layout_mode = 0
offset_left = -3.0
offset_top = 470.0
offset_right = 711.0
offset_bottom = 717.0
color = Color(0.105882, 0.105882, 0.105882, 0.905882)
[node name="LootItems" type="ColorRect" parent="UI/Background/ColorRect"]
layout_mode = 1
anchors_preset = 9
anchor_bottom = 1.0
offset_left = 15.0
offset_top = 8.0
offset_right = 704.0
offset_bottom = -14.0
grow_vertical = 2
color = Color(0.164706, 0.164706, 0.164706, 1)
script = ExtResource("3_05dq4")
inventory_item_grid_width = 21
inventory_item_grid_height = 7
inventory_grid_default_color = Color(1, 1, 1, 1)
inventory_grid_used_color = Color(0, 1, 0, 1)
[node name="Items" type="ColorRect" parent="UI/Background"]
layout_mode = 1
anchors_preset = 9
anchor_bottom = 1.0
offset_left = 12.0
offset_top = 8.0
offset_right = 701.0
offset_bottom = -8.0
grow_vertical = 2
color = Color(0.164706, 0.164706, 0.164706, 1)
script = ExtResource("3_05dq4")
inventory_item_grid_width = 21
inventory_item_grid_height = 14
inventory_grid_default_color = Color(1, 1, 1, 1)
inventory_grid_used_color = Color(0, 1, 0, 1)
[node name="DEBUG" parent="." node_paths=PackedStringArray("inventory") instance=ExtResource("4_w8gq7")]
inventory = NodePath("..")

View File

@ -1,22 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://b1nobn0glk4ru"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/InventorySlot.gd" id="1_wp4po"]
[ext_resource type="Texture2D" uid="uid://bdvx58rwnaeev" path="res://icon.svg" id="2_1w5re"]
[node name="InventorySlot" type="Control"]
layout_mode = 3
anchors_preset = 15
anchor_right = 1.0
anchor_bottom = 1.0
offset_right = -1888.0
offset_bottom = -1048.0
grow_horizontal = 2
grow_vertical = 2
script = ExtResource("1_wp4po")
[node name="TextureRect" type="TextureRect" parent="."]
layout_mode = 1
offset_right = 10.0
offset_bottom = 10.0
texture = ExtResource("2_1w5re")
expand_mode = 1

View File

@ -1,25 +0,0 @@
[gd_scene load_steps=3 format=3 uid="uid://dtir5hovd6i3h"]
[ext_resource type="Script" path="res://grid_inventory_system/scripts/Item.gd" id="1_cs6rn"]
[ext_resource type="Texture2D" uid="uid://bdvx58rwnaeev" path="res://icon.svg" id="2_uetec"]
[node name="Item" type="Control" node_paths=PackedStringArray("graphic")]
clip_contents = true
layout_mode = 3
anchors_preset = 0
offset_right = 100.0
offset_bottom = 100.0
script = ExtResource("1_cs6rn")
graphic = NodePath("Graphic")
[node name="Graphic" type="TextureRect" parent="."]
unique_name_in_owner = true
clip_contents = true
layout_mode = 0
offset_right = 40.0
offset_bottom = 40.0
pivot_offset = Vector2(20, 20)
texture = ExtResource("2_uetec")
expand_mode = 1
[node name="Node" type="Node" parent="."]

View File

@ -1,19 +0,0 @@
extends Panel
class_name ContextMenu
@export var use_button:Button
@export var open_button:Button
@export var drop_button:Button
@export var destroy_button:Button
func set_use(disabled):
use_button.disabled=disabled
func set_open(disabled):
open_button.disabled=disabled
func set_drop(disabled):
drop_button.disabled=disabled
func set_destroy(disabled):
destroy_button.disabled=disabled

View File

@ -1,173 +0,0 @@
extends Control
class_name InventoryController
const ITEM_BASE = preload("res://grid_inventory_system/scenes/Item.tscn")
const CONTEXT_MENU = preload("res://grid_inventory_system/scenes/ContextMenu.tscn")
@export var inventory_open_input:String = "inventory_open"
@export var inventory_close_input:String = "inventory_close"
@export var inventory_use_input:String = "inventory_use"
@export var inventory_grab_input:String = "inventory_grab"
@export var inventory_rotate_input:String = "inventory_rotate"
@export var inventory_grid:Control
@export var inventory_loot_grid:Control
@export var inventory_background:Control
@export var inventory_equipment_slots:Control
var inventory_open = true
var inventory_item_dragged = null
var inventory_item_cursor_offset = Vector2()
var inventory_item_dragged_last_container = null
var inventory_item_dragged_last_pos = Vector2()
var inventory_context_menu:Control = null
var inventory_context_menu_item
signal inventory_item_equipped(item_config,slot)
signal inventory_item_unequipped(item_config,slot)
signal inventory_item_dropped(item_config)
signal inventory_item_grabbed(item_config, x, y, container)
signal inventory_item_released(item_config, x, y, container)
signal inventory_item_used(item_config, x, y)
signal inventory_item_destroyed(item_config, x, y)
signal inventory_item_opened(item_config, x, y)
func _ready():
if(inventory_grid==null):
printerr("The inventory grid was not assigned to the inventory controller!")
if(inventory_background==null):
printerr("The inventory background was not assigned to the inventory controller!")
if(inventory_grid==null):
printerr("The inventory equipment slots was not assigned to the inventory controller!")
func _process(delta):
if(Input.is_action_just_pressed(inventory_open_input) and inventory_open==false):
inventory_open = true
inventory_background.visible=true
if(Input.is_action_just_pressed(inventory_close_input) and inventory_open==true):
inventory_open = false
inventory_background.visible=false
if(Input.is_action_just_pressed(inventory_rotate_input) and inventory_open==true and inventory_item_dragged != null):
inventory_item_dragged.rotate_item(90)
var cursor_pos = get_global_mouse_position()
if Input.is_action_just_pressed("inventory_grab"):
grab(cursor_pos)
if Input.is_action_just_released("inventory_grab"):
release(cursor_pos)
if Input.is_action_just_pressed("inventory_use"):
try_to_open_context_menu()
if inventory_item_dragged != null:
inventory_item_dragged.global_position = cursor_pos + inventory_item_cursor_offset
func try_to_open_context_menu():
var mouse_position = get_global_mouse_position()
var c = _get_container_mouse_over()
if c != null and c.has_method("grab_item"):
var item = c.check_item(mouse_position)
if item != null:
if(inventory_context_menu!=null):
inventory_context_menu.queue_free()
show_context_menu(mouse_position,item)
else:
hide_context_menu()
# Function to show the context menu at a specific position
func show_context_menu(mouse_pos: Vector2, item):
inventory_context_menu = CONTEXT_MENU.instantiate()
inventory_background.add_child(inventory_context_menu)
inventory_context_menu.global_position = mouse_pos + Vector2(-20,-15)
inventory_context_menu.set_use(not item.item_config.item_usable)
inventory_context_menu.set_drop(not item.item_config.item_droppable)
inventory_context_menu.set_destroy(not item.item_config.item_destroyable)
inventory_context_menu.set_open(not item.item_config.item_openable)
inventory_context_menu_item = item
# Function to hide the context menu
func hide_context_menu():
if(inventory_context_menu!=null):
inventory_context_menu_item=null
inventory_context_menu.queue_free()
func context_menu_open():
print("OPEN!")
func context_menu_use():
print("USED!")
func context_menu_destroy():
print("DESTROYED!")
func context_menu_drop():
print("DROPPED!")
func grab(cursor_pos):
var c = _get_container_mouse_over()
if c != null and c.has_method("grab_item"):
inventory_item_dragged = c.grab_item(cursor_pos)
if inventory_item_dragged != null:
add_child(inventory_item_dragged)
inventory_item_dragged_last_container = c
inventory_item_dragged_last_pos = inventory_item_dragged.global_position
inventory_item_cursor_offset = inventory_item_dragged.global_position - cursor_pos
if(inventory_context_menu_item==inventory_item_dragged):
release(cursor_pos)
func release(cursor_pos):
if inventory_item_dragged == null:
return
var c = _get_container_mouse_over()
if c == null:
drop_item()
elif c.has_method("insert_item"):
if c.insert_item(inventory_item_dragged):
inventory_item_dragged = null
else:
return_item()
else:
return_item()
func use(cursor_pos):
pass
func pickup_item(item_id):
var item = ITEM_BASE.instantiate()
item.set_meta("id", item_id)
item.init_item(item_id)
if not inventory_grid.insert_item_at_first_available_spot(item):
item.queue_free()
return false
return true
func drop_item():
inventory_item_dropped.emit(inventory_item_dragged.item_config)
inventory_item_dragged.queue_free()
inventory_item_dragged = null
# Function to return the dragged item to its original position or container
func return_item():
inventory_item_dragged.global_position = inventory_item_dragged_last_pos
inventory_item_dragged_last_container.insert_item(inventory_item_dragged)
inventory_item_dragged = null
func _get_container_mouse_over():
if(_is_mouse_ontop_of_control(inventory_grid)==true):
return inventory_grid
elif(_is_mouse_ontop_of_control(inventory_loot_grid)==true):
return inventory_loot_grid
elif(_is_mouse_ontop_of_control(inventory_equipment_slots)==true):
return inventory_equipment_slots
elif(_is_mouse_ontop_of_control(inventory_background)==true):
return inventory_background
return null
func _is_mouse_ontop_of_control(c):
var cursor_pos = get_global_mouse_position()
return c.get_global_rect().has_point(cursor_pos)

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@ -1,149 +0,0 @@
extends ColorRect
class_name InventoryItemGrid
# Arrays to store inventory items and the grid representation
var inventory_item_grid_items = []
# 2D dictionary to represent the inventory grid, where each cell has information about usage and a corresponding ColorRect node
var inventory_item_grid = {}
var inventory_item_grid_cell_size = 32
@export var inventory_item_grid_width = 0
@export var inventory_item_grid_height = 0
@export var inventory_grid_default_color: Color
@export var inventory_grid_used_color: Color
# Signals for item-related events
signal weapon_equipped(weapon_id, item)
signal weapon_unequipped(weapon_id, item)
signal item_used(item_id)
func _ready():
# Initialize the inventory grid
for x in range(inventory_item_grid_width):
inventory_item_grid[x] = {}
for y in range(inventory_item_grid_height):
inventory_item_grid[x][y] = {}
inventory_item_grid[x][y]["used"] = false
# Create ColorRect nodes for each grid cell and set their default colors
for y in range(inventory_item_grid_height):
for x in range(inventory_item_grid_width):
var color_rect = ColorRect.new()
color_rect.global_position = Vector2(x * inventory_item_grid_cell_size, y * inventory_item_grid_cell_size)
color_rect.size = Vector2(inventory_item_grid_cell_size - 2, inventory_item_grid_cell_size - 2)
add_child(color_rect)
color_rect.color = inventory_grid_default_color
inventory_item_grid[x][y]["rect"] = color_rect
# Function to insert an item into the inventory grid
func insert_item(item):
var item_pos = item.global_position-global_position
var g_pos = pos_to_grid_coord(item_pos)
var item_size = get_grid_size(item)
# Check if there is enough space to insert the item
if is_grid_space_available(g_pos.x, g_pos.y, item_size.x, item_size.y)==true:
set_grid_space(g_pos.x, g_pos.y, item_size.x, item_size.y, true)
item.position = Vector2(g_pos.x, g_pos.y) * inventory_item_grid_cell_size
var parent = item.get_parent()
if(parent!=null):
parent.remove_child(item)
add_child(item)
inventory_item_grid_items.append(item)
return true
else:
return false
# Function to grab an item from the inventory grid based on a position
func grab_item(pos):
var item = get_item_under_pos(pos)
if item == null:
return null
var item_pos = item.position
var g_pos = pos_to_grid_coord(item_pos)
var item_size = get_grid_size(item)
set_grid_space(g_pos.x, g_pos.y, item_size.x, item_size.y, false)
inventory_item_grid_items.remove_at(inventory_item_grid_items.find(item))
return item
func check_item(pos):
var item = get_item_under_pos(pos)
if item == null:
return null
return item
# Function to use an item from the inventory grid based on a position
func use_item(pos):
var item = get_item_under_pos(pos)
if item == null:
return null
# Emit signal if the item is usable
if item.item_config.item_usable == true:
item_used.emit(item.item_config.item_id)
item.queue_free()
var item_size = get_grid_size(item)
var item_pos = item.global_position-global_position
var g_pos = pos_to_grid_coord(item_pos)
inventory_item_grid_items.remove_at(inventory_item_grid_items.find(item))
set_grid_space(g_pos.x, g_pos.y, item_size.x, item_size.y, false)
# Function to convert global position to grid coordinates
func pos_to_grid_coord(pos):
var results = {}
results.x = int(pos.x / inventory_item_grid_cell_size)
results.y = int(pos.y / inventory_item_grid_cell_size)
return results
# Function to get the grid size of an item in terms of grid cells
func get_grid_size(item):
var results = {}
var s = item.size
results.x = int(clamp(s.x / inventory_item_grid_cell_size, 1.0, 500.0))
results.y = int(clamp(s.y / inventory_item_grid_cell_size, 1.0, 500.0))
return results
# Function to check if there is enough space in the grid to place an item
func is_grid_space_available(x, y, w, h):
if x < 0 or y < 0:
return false
if x + w > inventory_item_grid_width or y + h > inventory_item_grid_height:
return false
for i in range(x, x + w):
for j in range(y, y + h):
if inventory_item_grid[i][j]["used"] == true:
return false
return true
# Function to set the usage state of grid cells and update ColorRect colors accordingly
func set_grid_space(x, y, w, h, state):
for i in range(x, x + w):
for j in range(y, y + h):
if state == true:
inventory_item_grid[i][j]["used"] = true
inventory_item_grid[i][j]["rect"].color = inventory_grid_used_color
else:
inventory_item_grid[i][j]["used"] = false
inventory_item_grid[i][j]["rect"].color = inventory_grid_default_color
# Function to get the item under a given position
func get_item_under_pos(pos):
for item in inventory_item_grid_items:
if item.get_global_rect().has_point(pos):
return item
return null
# Function to insert an item at the first available spot in the grid
# Function to insert an item at the first available spot in the grid
func insert_item_at_first_available_spot(item):
for x in range(inventory_item_grid_width):
for y in range(inventory_item_grid_height):
if inventory_item_grid[x][y]["used"] == false:
item.global_position = global_position+ Vector2(x * inventory_item_grid_cell_size, y * inventory_item_grid_cell_size)
if insert_item(item) == true:
print("Item inserted at:", item.position)
return true
return false

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@ -1,11 +0,0 @@
extends Control
enum slot_state { free, used }
@export var in_use = false
func used():
in_use = true
func free():
in_use = false

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@ -1,25 +0,0 @@
extends Control
class_name ItemGraphic
@export var item_config:ItemConfiguration
@export var graphic:TextureRect
func init_item(item_id):
var dbItem = ItemDb.get_item(item_id)
item_config = dbItem
graphic.set_size(Vector2(dbItem.item_size.x, dbItem.item_size.y))
set_size(Vector2(dbItem.item_size.x, dbItem.item_size.y))
graphic.texture = dbItem.item_texture
graphic.pivot_offset = Vector2(graphic.size.x/2.0, graphic.size.y/2.0)
pivot_offset = Vector2(graphic.size.x/2.0, graphic.size.y/2.0)
graphic.position = Vector2()
print("TEST")
func rotate_item(amount):
graphic.rotation_degrees = graphic.rotation_degrees+amount
if(graphic.rotation_degrees==90 or graphic.rotation_degrees==270):
set_size(Vector2(item_config.item_size.y, item_config.item_size.x))
else:
set_size(Vector2(item_config.item_size.x, item_config.item_size.y))
if(graphic.rotation_degrees==360):
graphic.rotation_degrees=0

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@ -1,15 +0,0 @@
extends Resource
class_name ItemConfiguration
@export var item_id:String = "item"
@export var item_name:String = "Item Name"
@export var item_description:String = "This is the default item description."
@export var item_size:Vector2 = Vector2(3,3)
@export var item_usable:bool = false
@export var item_openable:bool = false
@export var item_droppable:bool = false
@export var item_destroyable:bool = false
@export var item_equipment:bool = false
@export var item_equipment_slot:String = "NONE"
@export var item_texture:Texture2D

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@ -1,19 +0,0 @@
extends Node
# Dictionary to store loaded items with their item_id as the key
var ITEMS = {}
func _ready():
# Load items from the "items" directory and populate the ITEMS dictionary
for i in DirAccess.get_files_at("res://grid_inventory_system/items"):
if(i.ends_with(".tres")):
var item = load("res://grid_inventory_system/items/" + i)
ITEMS[item.item_id] = item
# Function to retrieve an item based on its item_id
func get_item(item_id):
# Check if the item_id exists in the ITEMS dictionary
if ITEMS.has(item_id):
return ITEMS[item_id]
else:
return null

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@ -1,72 +0,0 @@
extends ColorRect
class_name ItemSlot
# Reference to child slots
@onready var slots = get_children()
# Dictionary to store items associated with their respective slots
var items = {}
# Signals for item-related events
signal weapon_equipped(weapon_id, item)
signal weapon_unequipped(weapon_id, item)
func _ready():
# Initialize the items dictionary with slots
for slot in slots:
items[slot.name] = null
# Function to insert an item into the equipment slots
func insert_item(item):
# Calculate the center position of the item
var item_pos = item.global_position + item.size / 2
# Get the slot under the item's position
var slot = get_slot_under_pos(item_pos)
# Check if the item can be inserted into the slot
if slot == null:
return false
# Retrieve item slot information from the ItemDb
var item_slot = ItemDb.get_item(item.get_meta("id")).item_equipment_slot
# Check if the item's slot matches the target slot
if item_slot != slot.name:
return false
# Check if the slot is already occupied
if items[item_slot] != null:
return false
# Place the item in the slot and emit the weapon_equipped signal
items[item_slot] = item
item.global_position = slot.global_position + slot.size / 2 - item.size / 2
weapon_equipped.emit(item.item_config.item_id, item.item_config)
return true
# Function to grab an item from the equipment slots
func grab_item(pos):
# Get the item under the specified position
var item = get_item_under_pos(pos)
if item == null:
return null
# Retrieve item slot information from the ItemDb
var item_slot = ItemDb.get_item(item.get_meta("id")).item_equipment_slot
# Remove the item from the slot and emit the weapon_unequipped signal
items[item_slot] = null
weapon_unequipped.emit(item.item_config.item_id, item.item_config)
return item
# Function to get the slot under a specified position
func get_slot_under_pos(pos):
return get_thing_under_pos(slots, pos)
# Function to get the item under a specified position
func get_item_under_pos(pos):
return get_thing_under_pos(items.values(), pos)
# Generic function to get the object (slot or item) under a specified position
func get_thing_under_pos(arr, pos):
for thing in arr:
if thing != null and thing.get_global_rect().has_point(pos):
return thing
return null

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@ -2,7 +2,7 @@
importer="texture"
type="CompressedTexture2D"
uid="uid://bdvx58rwnaeev"
uid="uid://bj3tjdbw5xdlj"
path="res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.ctex"
metadata={
"vram_texture": false
@ -15,7 +15,7 @@ dest_files=["res://.godot/imported/icon.svg-218a8f2b3041327d8a5756f3a245f83b.cte
[params]
compress/mode=3
compress/mode=0
compress/high_quality=false
compress/lossy_quality=0.7
compress/hdr_compression=1

3
main.tscn Normal file
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@ -0,0 +1,3 @@
[gd_scene format=3 uid="uid://cc8f5p1w5xdyx"]
[node name="Node" type="Node"]

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@ -10,53 +10,14 @@ config_version=5
[application]
config/name="Grid Inventory System"
run/main_scene="res://grid_inventory_system/scenes/Inventory.tscn"
config/features=PackedStringArray("4.2", "Forward Plus")
config/name="Godot Grid Inventory"
config/features=PackedStringArray("4.2", "C#", "Forward Plus")
config/icon="res://icon.svg"
[autoload]
ItemDb="*res://grid_inventory_system/scripts/ItemDB.gd"
ItemDatabase="*res://Code/ItemDatabase.cs"
[display]
[dotnet]
window/size/viewport_width=1920
window/size/viewport_height=1080
window/stretch/mode="canvas_items"
[editor]
export/convert_text_resources_to_binary=false
[input]
inventory_open={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
inventory_close={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":4194306,"key_label":0,"unicode":0,"echo":false,"script":null)
]
}
inventory_use={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":2,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
inventory_grab={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":1,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
inventory_rotate={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":82,"key_label":0,"unicode":114,"echo":false,"script":null)
]
}
mouse={
"deadzone": 0.5,
"events": []
}
project/assembly_name="Godot Grid Inventory"