- Seeded weather (clear/cloudy/rain/storm, snow and blizzards on cold days and above the snowline), lightning, synthesised rain/wind/thunder sound - Rain/snow particles stopped by roofs; wet ground, settled snow and wind via global shader uniforms - Snap-together wood floor, wall, door, roof and gable with structural support, collapse and X to dismantle - Shelter detection: dry under a roof, warmer and Rested inside with a fire; rain burns an uncovered campfire faster - Bed sets the spawn point and lets you sleep through the night - Trees, boulders and ground pickups regrow; timers saved - Grass cleared under floors; shorter HUD hint - New test_weather_building suite (62 checks) and tests/run_all.sh, which also fails on script errors
220 lines
7.5 KiB
GDScript
220 lines
7.5 KiB
GDScript
extends CanvasLayer
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## In-game HUD: crosshair, interaction prompt, hotbar, toasts, and the
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## inventory screen. Rendering only: it reads player state and forwards
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## clicks to Actions.
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const UITheme = preload("res://scripts/ui/theme.gd")
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const SlotScript = preload("res://scripts/ui/slot.gd")
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const InventoryScreen = preload("res://scripts/ui/inventory_screen.gd")
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const PauseMenu = preload("res://scripts/ui/pause_menu.gd")
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var player: CharacterBody3D
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var _prompt: Label
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var _held_name: Label
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var _hotbar: Array = []
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var _toasts: VBoxContainer
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var _screen: Control
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var _menu: Control
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var _bars: Dictionary = {}
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var _status: Label
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var _clock: Label
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func bind(p: CharacterBody3D) -> void:
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player = p
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layer = 5
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var root := Control.new()
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root.set_anchors_preset(Control.PRESET_FULL_RECT)
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root.mouse_filter = Control.MOUSE_FILTER_IGNORE
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add_child(root)
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# Crosshair.
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var dot := ColorRect.new()
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dot.color = Color(1, 1, 1, 0.8)
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dot.size = Vector2(4, 4)
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dot.set_anchors_preset(Control.PRESET_CENTER)
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dot.position -= Vector2(2, 2)
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dot.mouse_filter = Control.MOUSE_FILTER_IGNORE
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root.add_child(dot)
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_prompt = UITheme.label("", 18)
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_prompt.set_anchors_and_offsets_preset(Control.PRESET_CENTER)
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_prompt.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_prompt.grow_horizontal = Control.GROW_DIRECTION_BOTH
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_prompt.offset_top = 28
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_prompt.offset_bottom = 56
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root.add_child(_prompt)
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# Hotbar.
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var bar := HBoxContainer.new()
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bar.add_theme_constant_override("separation", 6)
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bar.set_anchors_and_offsets_preset(Control.PRESET_CENTER_BOTTOM)
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bar.grow_horizontal = Control.GROW_DIRECTION_BOTH
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bar.grow_vertical = Control.GROW_DIRECTION_BEGIN
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bar.offset_bottom = -18
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bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
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for i in range(8):
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var s: Panel = SlotScript.new(i, 64, str(i + 1))
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s.mouse_filter = Control.MOUSE_FILTER_IGNORE
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bar.add_child(s)
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_hotbar.append(s)
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root.add_child(bar)
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_held_name = UITheme.label("", 15, UITheme.TEXT_DIM)
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_held_name.set_anchors_and_offsets_preset(Control.PRESET_CENTER_BOTTOM)
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_held_name.horizontal_alignment = HORIZONTAL_ALIGNMENT_CENTER
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_held_name.grow_horizontal = Control.GROW_DIRECTION_BOTH
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_held_name.offset_top = -112
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_held_name.offset_bottom = -90
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root.add_child(_held_name)
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_toasts = VBoxContainer.new()
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_toasts.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_RIGHT)
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_toasts.grow_horizontal = Control.GROW_DIRECTION_BEGIN
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_toasts.grow_vertical = Control.GROW_DIRECTION_BEGIN
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_toasts.offset_right = -24
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_toasts.offset_bottom = -110
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_toasts.alignment = BoxContainer.ALIGNMENT_END
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_toasts.mouse_filter = Control.MOUSE_FILTER_IGNORE
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root.add_child(_toasts)
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_build_stats(root)
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_screen = InventoryScreen.new()
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root.add_child(_screen)
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_screen.bind(player)
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_menu = PauseMenu.new()
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root.add_child(_menu)
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_menu.bind(player)
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process_mode = Node.PROCESS_MODE_ALWAYS # so ESC works while paused
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_screen.process_mode = Node.PROCESS_MODE_PAUSABLE
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player.inventory.changed.connect(_refresh)
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player.selected_changed.connect(_refresh)
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player.inventory_requested.connect(_on_inventory_requested)
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player.hands.prompt_changed.connect(func(t): _prompt.text = t)
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Actions.notify.connect(toast)
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ItemDB.icons_ready.connect(_refresh)
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_refresh()
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## Bars bottom-left (health, stamina, food, warmth), status tags above them,
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## clock top-right.
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func _build_stats(root: Control) -> void:
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var box := VBoxContainer.new()
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box.set_anchors_and_offsets_preset(Control.PRESET_BOTTOM_LEFT)
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box.grow_vertical = Control.GROW_DIRECTION_BEGIN
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box.offset_left = 22
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box.offset_bottom = -22
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box.add_theme_constant_override("separation", 5)
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box.mouse_filter = Control.MOUSE_FILTER_IGNORE
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root.add_child(box)
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_status = UITheme.label("", 15, UITheme.TEXT)
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box.add_child(_status)
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for spec in [["health", "Health", Color(0.85, 0.22, 0.2)], ["stamina", "Stamina", Color(0.9, 0.78, 0.25)],
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["hunger", "Food", Color(0.85, 0.5, 0.2)], ["warmth", "Warmth", Color(0.95, 0.55, 0.3)]]:
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var row := HBoxContainer.new()
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row.add_theme_constant_override("separation", 8)
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row.mouse_filter = Control.MOUSE_FILTER_IGNORE
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var name_l := UITheme.label(spec[1], 14, UITheme.TEXT_DIM)
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name_l.custom_minimum_size = Vector2(62, 0)
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row.add_child(name_l)
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var bar := ProgressBar.new()
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bar.custom_minimum_size = Vector2(190, 14)
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bar.show_percentage = false
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bar.max_value = 100.0
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bar.mouse_filter = Control.MOUSE_FILTER_IGNORE
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bar.add_theme_stylebox_override("background", UITheme.box(Color(0, 0, 0, 0.55), UITheme.SLOT_BORDER, 1, 4, 0))
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bar.add_theme_stylebox_override("fill", UITheme.box(spec[2], spec[2].lightened(0.2), 1, 4, 0))
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row.add_child(bar)
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box.add_child(row)
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_bars[spec[0]] = bar
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_clock = UITheme.label("", 18)
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_clock.set_anchors_and_offsets_preset(Control.PRESET_TOP_RIGHT)
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_clock.grow_horizontal = Control.GROW_DIRECTION_BEGIN
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_clock.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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_clock.offset_right = -22
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_clock.offset_top = 14
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root.add_child(_clock)
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func _process(_d: float) -> void:
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var s = player.survival
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for k in _bars:
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_bars[k].value = s.get(k)
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# Warmth bar shifts from icy blue (cold) to orange (warm).
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var w: float = s.warmth / 100.0
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var wc := Color(0.35, 0.6, 0.95).lerp(Color(0.95, 0.55, 0.3), w)
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(_bars["warmth"].get_theme_stylebox("fill") as StyleBoxFlat).bg_color = wc
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_status.text = " ".join(s.statuses)
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var dn = player.get_parent().day_night
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if dn != null:
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var wx = player.get_parent().weather
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_clock.text = dn.clock_text() + (" " + wx.label() if wx != null else "")
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## Fades to black, runs `mid` (e.g. skipping the night), and fades back in.
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func fade(mid: Callable) -> void:
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var black := ColorRect.new()
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black.color = Color(0, 0, 0, 0)
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black.set_anchors_and_offsets_preset(Control.PRESET_FULL_RECT)
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black.mouse_filter = Control.MOUSE_FILTER_STOP
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add_child(black)
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player.ui_open = true
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var tw := black.create_tween()
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tw.tween_property(black, "color:a", 1.0, 0.8)
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tw.tween_callback(mid)
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tw.tween_interval(0.7)
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tw.tween_property(black, "color:a", 0.0, 1.0)
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tw.tween_callback(func():
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player.ui_open = false
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black.queue_free())
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## Closes the inventory / menu (e.g. on death).
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func close_screens() -> void:
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if _screen.is_open():
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_screen.close()
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func _on_inventory_requested(container: Node) -> void:
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if not _screen.is_open():
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_screen.open(container)
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## ESC: close the inventory if it's open, otherwise toggle the pause menu.
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func _input(event: InputEvent) -> void:
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if event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_ESCAPE:
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if _screen.is_open():
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_screen.close()
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elif _menu.is_open():
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_menu.back()
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else:
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_menu.open()
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get_viewport().set_input_as_handled()
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func _unhandled_input(event: InputEvent) -> void:
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if _menu.is_open():
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return
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if event.is_action_pressed("inventory") and not _screen.is_open():
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_screen.open(null)
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get_viewport().set_input_as_handled()
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func _refresh() -> void:
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for i in range(_hotbar.size()):
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_hotbar[i].set_stack(player.inventory.get_slot(i))
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_hotbar[i].set_selected(i == player.selected)
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var id: String = player.held_item_id()
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_held_name.text = ItemDB.item_name(id) if not id.is_empty() else ""
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func toast(text: String) -> void:
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# Merge repeated "+N Item" toasts so chopping doesn't spam the corner.
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for c in _toasts.get_children():
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if c.get_meta("base", "") == text:
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c.modulate.a = 1.0
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return
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var l := UITheme.label(text, 17)
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l.horizontal_alignment = HORIZONTAL_ALIGNMENT_RIGHT
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l.set_meta("base", text)
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_toasts.add_child(l)
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while _toasts.get_child_count() > 6:
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_toasts.get_child(0).free()
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var tw := l.create_tween()
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tw.tween_interval(2.2)
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tw.tween_property(l, "modulate:a", 0.0, 0.8)
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tw.tween_callback(l.queue_free)
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