Finished basic PickupableItem
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parent
63e87e86d5
commit
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21 changed files with 163 additions and 35 deletions
35
base/scripts/autoload/resource_handler.gd
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35
base/scripts/autoload/resource_handler.gd
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extends Node
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## Dictionary, that holds resource id and path to it
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var resource_registry: Dictionary = {}
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const DEFAULT_WEAPON_RESOURCE_ID: StringName = "weapon_base"
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## Recursively add resources to registry
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func add_resource_path(_path: String) -> void:
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var dir = DirAccess.open(_path)
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if dir == null:
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return
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# Used to ignore last slash if it was provided in _path
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var path = dir.get_current_dir()
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for subdir in dir.get_directories():
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var subdir_path = "%s/%s" % [ path, subdir ]
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add_resource_path(subdir_path)
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for filename in dir.get_files():
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if !filename.ends_with('.tres'):
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continue
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var filepath = "%s/%s" % [ path, filename ]
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var res: IdentifiedResource = ResourceLoader.load(filepath, 'IdentifiedResource')
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resource_registry[res.id] = filepath
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func get_resource(id: String) -> IdentifiedResource:
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var path = resource_registry.get(id)
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if path == null:
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return null
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var res: IdentifiedResource = ResourceLoader.load(path, 'IdentifiedResource')
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return res
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func _init() -> void:
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add_resource_path('res://base/assets/resources')
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assert(resource_registry.has(DEFAULT_WEAPON_RESOURCE_ID))
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1
base/scripts/autoload/resource_handler.gd.uid
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1
base/scripts/autoload/resource_handler.gd.uid
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uid://b67umubha4odj
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7
base/scripts/identified_resource.gd
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7
base/scripts/identified_resource.gd
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extends Resource
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## Basic resource, holding its string identifier
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class_name IdentifiedResource
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## Item ID, make sure it's unique
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@export var id: StringName
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1
base/scripts/identified_resource.gd.uid
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1
base/scripts/identified_resource.gd.uid
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uid://dkk5xaxoo7i8y
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@ -1,13 +1,10 @@
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extends Resource
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extends IdentifiedResource
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class_name BasePickupableResource
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## Item ID, make sure it's unique
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@export var id: StringName
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## Texture that will be used in node sprite
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@export var texture: Texture2D
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## Emitted when item picked up. Returns if PickupableItem should be freed
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func _apply(_player: Player) -> bool:
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return true
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## Emitted when item picked up. Returns IdentifiedResource if it should be swapped
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func _apply(_player: Player) -> IdentifiedResource:
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return null
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@ -9,5 +9,8 @@ func _ready() -> void:
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texture = content.texture
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func _interact(_player: Player) -> void:
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if content._apply(_player):
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content = content._apply(_player)
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if content == null:
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queue_free()
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return
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_ready()
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@ -5,7 +5,7 @@ class_name WeaponPickupableResource
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## Weapon that will be added on interaction
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@export var weapon: PackedScene
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func _apply(player: Player) -> bool:
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func _apply(player: Player) -> IdentifiedResource:
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var slot = player.weapons.first_free_slot()
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# TODO: Implement proper swapping behavior when old or new weapon uses several slots
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@ -13,15 +13,11 @@ func _apply(player: Player) -> bool:
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slot = player.weapons.current_slot
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var set_data = slot.set_weapon(weapon)
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set_data.old_weapon.id = id
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set_data.new_weapon.id = id
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if slot == player.weapons.current_slot:
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player.weapons.refresh_current_slot()
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return update_by_id(set_data.new_weapon)
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# TODO: implement proper updating
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func update_by_id(new_id: StringName) -> bool:
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id = new_id
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return id == ""
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var new_res = ResourceHandler.get_resource(set_data.old_weapon) as WeaponPickupableResource
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print(new_res)
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return new_res
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@ -17,10 +17,11 @@ class WeaponSetData:
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old_weapon = _old_weapon
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func _ready():
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has_weapon = get_child_count() > 0
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var child_count = get_child_count()
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has_weapon = child_count > 0
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if has_weapon:
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var child = get_child(0)
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var child = get_child(child_count - 1)
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assert(child is Weapon)
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weapon = child as Weapon
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@ -6,7 +6,7 @@ signal fired()
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signal fire_failed()
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signal fire_allowed()
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var id: StringName
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var id: StringName = ResourceHandler.DEFAULT_WEAPON_RESOURCE_ID
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@onready var barrel = $"Barrel"
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@export var uses_hands: Array[CommandQueue.Side]
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