using Godot; using GodotGridInventory.Code.Grid.Enums; using GodotGridInventory.Code.UI; namespace GodotGridInventory.Code.Grid; #nullable enable public class InventoryCell { private readonly InventoryGrid _parentGrid; public Vector2 Position { get; set; } public EnumInventoryGridCellState State { get; set; } public Item? Item { get; set; } = null; public InventoryGridItem? ItemGraphic { get; set; } = null; public InventoryCell(Vector2 position, InventoryGrid parentGrid) { _parentGrid = parentGrid; State = EnumInventoryGridCellState.Available; Item = null; Position = position; GD.Print($"Inventory cell created at position {position.X}, {position.Y}"); } }