belt improvements
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eab885b9d3
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7 changed files with 10 additions and 7 deletions
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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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