using Godot; using GodotGridInventory.Code.Grid; namespace GodotGridInventory.Code.UI; public partial class InventoryGrid:Control { private PackedScene _gridSlotResource; private Grid.InventoryGrid _inventoryGrid; private InventoryController _inventoryController; [Export] public Control GridContainer; [Export] public string GridSlotPath; public override void _Ready() { _gridSlotResource = GD.Load(GridSlotPath); base._Ready(); } public void InitializeInventoryGrid(Grid.InventoryGrid inventoryGrid, InventoryController inventoryController) { _inventoryGrid = inventoryGrid; _inventoryController = inventoryController; for (var x = 0; x < _inventoryGrid.GridSize.X; x++) { for (var y = 0; y < _inventoryGrid.GridSize.Y; y++) { var cellPosition = new Vector2(x, y); var cell = _inventoryGrid.GetCell(cellPosition); var gridSlot = _gridSlotResource.Instantiate() as Control; gridSlot.Position = new Vector2(x * _inventoryController.CellSize, y * _inventoryController.CellSize); GridContainer.AddChild(gridSlot); } } } private Vector2 ScreenCoordsToInventoryGridCoords(Vector2 cursorPos) { var x = Mathf.FloorToInt(cursorPos.X / _inventoryController.CellSize); var y = Mathf.FloorToInt(cursorPos.Y / _inventoryController.CellSize); return new Vector2(x, y); } public void AddItem(InventoryGridItem inventoryItemDragged) { var cursorPos = GetGlobalMousePosition(); var gridCoords = ScreenCoordsToInventoryGridCoords(cursorPos); if (_inventoryGrid.AddItem(inventoryItemDragged.Item.Id, gridCoords)) { inventoryItemDragged.Position = gridCoords * _inventoryController.CellSize; AddChild(inventoryItemDragged); } } }