belt improvements
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eab885b9d3
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4bae29f29f
7 changed files with 10 additions and 7 deletions
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@ -12,6 +12,6 @@ region = Rect2(0, 0, 5, 5)
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script = ExtResource("1_2pbm1")
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display_name = &"Test"
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preview = SubResource("AtlasTexture_trycy")
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stack_size = 999
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stack_size = 100
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scene = ExtResource("2_1hrh7")
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metadata/_custom_type_script = "uid://p5327ibxtyfs"
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@ -2,7 +2,7 @@
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[ext_resource type="PackedScene" uid="uid://b7du4vul4bmpq" path="res://scenes/player_platform.tscn" id="1_4ia00"]
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[ext_resource type="Script" uid="uid://db37xmo8ygwhg" path="res://scripts/gui/construction_button.gd" id="2_27lod"]
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[ext_resource type="Resource" uid="uid://dj524jjal1f0n" path="res://generic/prototypes/conveyor.tres" id="3_2crwe"]
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[ext_resource type="Resource" uid="uid://dj524jjal1f0n" path="res://generic/prototypes/belt.tres" id="3_2crwe"]
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[ext_resource type="Script" uid="uid://b4nkk0ndqcto" path="res://scripts/placement_manager.gd" id="4_i7yte"]
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[ext_resource type="PackedScene" uid="uid://bac552xgua68e" path="res://scenes/other_platform.tscn" id="5_mnxrb"]
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[ext_resource type="Resource" uid="uid://yn1iesx30nfu" path="res://generic/prototypes/dbg_assembler.tres" id="5_ymyc2"]
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@ -9,7 +9,9 @@
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[sub_resource type="Resource" id="Resource_t4je2"]
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resource_local_to_scene = true
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script = ExtResource("3_ruvuk")
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capacity = 4
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capacity = 8
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progress_speed = 2.0
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pop_treshold = 0.95
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internal_array = Array[ExtResource("2_54w8r")]([Object(RefCounted,"script":ExtResource("2_54w8r"),"held_item":null,"amount":0)
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, Object(RefCounted,"script":ExtResource("2_54w8r"),"held_item":null,"amount":0)
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, Object(RefCounted,"script":ExtResource("2_54w8r"),"held_item":null,"amount":0)
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@ -15,7 +15,7 @@ class_name BeltInventory
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return capacity
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@export var progress_speed : float = 1.0
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@export var pop_treshold : float = 0.95
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@export var pop_treshold : float = 0.99
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## :3
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@export_storage var internal_array : Array[InventorySlot] = []
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@ -14,7 +14,8 @@ func _draw() -> void:
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for i in range(inventory.capacity):
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if inventory.internal_array[i].amount > 0:
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var calculated_position = calculate_position(i) - inventory.internal_array[i].held_item.preview.get_size()/2.0
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draw_texture(inventory.internal_array[i].held_item.preview,calculated_position)
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for j in range(inventory.internal_array[i].amount/10):
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draw_texture(inventory.internal_array[i].held_item.preview,calculated_position + Vector2(0,-j))
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func _process(delta: float) -> void:
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inventory.advance(delta)
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@ -4,6 +4,6 @@ const test_item :=preload("res://generic/items/dbg_item.tres")
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func _process(_delta: float) -> void:
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for point in [Vector2(-1,0),Vector2(1,0),Vector2(0,1),Vector2(0,-1)]:
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var found_structure = get_parent().get_relative(point)
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var found_structure :Structure = get_parent().get_relative(point)
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if found_structure and found_structure.inventory:
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found_structure.inventory.add(Stack.new(test_item,1))
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found_structure.inventory.add_from_side(Stack.new(test_item,randi_range(1,test_item.stack_size)),Structure.facing_to_vector(found_structure.facing).angle_to(point))
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