Inventory UI & system combined. Dropping works, pickup works, work on UI
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8c30ba6d9f
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6c243e5f4d
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@ -52,6 +52,7 @@ impl PlayerInventory {
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let mut inventory_slot = match slot {
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PlayerInventorySlotType::Primary => &mut self.primary,
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PlayerInventorySlotType::Secondary => &mut self.secondary,
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_ => unimplemented!(),
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};
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let Some(firearm) = item.get_firearm() else { return; };
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inventory_slot.item = Some(firearm.get_item_box());
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@ -60,6 +61,7 @@ impl PlayerInventory {
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match slot {
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PlayerInventorySlotType::Primary => self.primary.item = None,
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PlayerInventorySlotType::Secondary => self.secondary.item = None,
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_ => unimplemented!(),
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}
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}
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}
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@ -91,6 +93,7 @@ pub fn drop_slot_in_game_world(
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PlayerInventorySlotType::Secondary => {
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player_inventory.get_secondary_mut()
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},
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_ => { unimplemented!() }
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};
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match &item_inventory_slot.item {
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@ -111,7 +114,7 @@ pub fn drop_slot_in_game_world(
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);
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}
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player_inventory.drop_item(PlayerInventorySlotType::Primary);
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inventory_changed_events.send(PlayerInventoryChangedEvent { item: Some(firearm.get_item_arc()), slot_type: PlayerInventorySlotType::Primary });
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inventory_changed_events.send(PlayerInventoryChangedEvent { item: None, slot_type: PlayerInventorySlotType::Primary });
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}
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FirearmType::Secondary => {
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if let Some(secondary) = player_inventory.get_secondary() {
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@ -124,7 +127,7 @@ pub fn drop_slot_in_game_world(
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);
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}
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player_inventory.drop_item(PlayerInventorySlotType::Secondary);
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inventory_changed_events.send(PlayerInventoryChangedEvent { item: Some(firearm.get_item_arc()), slot_type: PlayerInventorySlotType::Secondary });
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inventory_changed_events.send(PlayerInventoryChangedEvent { item: None, slot_type: PlayerInventorySlotType::Secondary });
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}
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}
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},
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@ -2,10 +2,23 @@ use bevy::reflect::Reflect;
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#[derive(Clone, Copy, Reflect, Default)]
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#[derive(Clone, Copy, Reflect, Default, PartialEq, Eq, PartialOrd, Ord)]
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pub enum PlayerInventorySlotType {
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#[default]
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Primary,
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Secondary,
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Backpack,
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BodyArmor,
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//Slots, // TODO: Pass which slot
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}
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impl PlayerInventorySlotType {
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pub fn to_slot_title(&self) -> String {
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match self {
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PlayerInventorySlotType::Primary => String::from("Primary"),
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PlayerInventorySlotType::Secondary => String::from("Secondary"),
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PlayerInventorySlotType::Backpack => String::from("Backpack"),
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PlayerInventorySlotType::BodyArmor => String::from("Body Armor"),
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}
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}
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}
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@ -1,4 +1,9 @@
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use bevy::ecs::component::Component;
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use crate::comps::core::inventory::slot::PlayerInventorySlotType;
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#[derive(Component)]
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pub struct InventoryScreenUiMarker;
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#[derive(Component, PartialEq, Eq, PartialOrd, Ord)]
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pub struct InventorySlotUiMarker(pub PlayerInventorySlotType);
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@ -28,8 +28,7 @@ pub fn update_player_inventory_system(
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player_inventory::drop_slot_in_game_world(&mut commands, player_transform, &mut inventory_changed_events, &mut player_inventory, &assets_gltf, &loaded_gltf_assets, event.item.get_item_slot());
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player_inventory.pickup_item(event.item.as_ref(), event.item.get_item_slot());
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// TODO: Equip
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inventory_changed_events.send(PlayerInventoryChangedEvent { item: Some(event.item.clone()), slot_type: event.item.get_item_slot() })
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}
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}
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}
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@ -0,0 +1,22 @@
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use bevy::prelude::*;
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use crate::comps::core::markers::inventory_screen::InventorySlotUiMarker;
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pub fn update_interactable_slot(
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//mut commands: Commands,
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mut query: Query<(Entity, &Interaction, &mut Style), (Changed<Interaction>, With<InventorySlotUiMarker>)>
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) {
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for (_, interaction, mut style) in query.iter_mut() {
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match *interaction {
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Interaction::Pressed => {
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println!("Clicked an Inventory Slot");
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}
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Interaction::Hovered => {
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style.border = UiRect::all(Val::Px(1.5));
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}
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Interaction::None => {
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style.border = UiRect::all(Val::Px(0.5));
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}
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}
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}
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}
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@ -1,7 +1,7 @@
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use bevy::{prelude::*, ui::FocusPolicy};
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use crate::{
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comps::core::markers::inventory_screen::InventoryScreenUiMarker,
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comps::core::{markers::inventory_screen::{InventoryScreenUiMarker, InventorySlotUiMarker}, inventory::slot::PlayerInventorySlotType, events::inventory_changed::PlayerInventoryChangedEvent},
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ui::game::game_ui_state::{GameUiState, GameUiWindow},
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};
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@ -23,7 +23,7 @@ pub fn setup_inventory_screen(mut commands: Commands) {
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..Default::default()
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},
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visibility: Visibility::Hidden,
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background_color: BackgroundColor(Color::rgba(0.0, 0.0, 0.0, 0.9)),
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background_color: BackgroundColor(Color::rgba(0.0, 0.0, 0.0, 0.8)),
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focus_policy: FocusPolicy::Block,
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..Default::default()
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},
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@ -36,28 +36,30 @@ pub fn setup_inventory_screen(mut commands: Commands) {
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.spawn(NodeBundle {
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style: Style {
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display: Display::Flex,
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width: Val::Percent(50.0),
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width: Val::Percent(40.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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justify_content: JustifyContent::SpaceEvenly,
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padding: UiRect::all(Val::Percent(5.0)),
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flex_direction: FlexDirection::Column,
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border: UiRect::all(Val::Px(0.5)),
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..Default::default()
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},
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background_color: BackgroundColor(Color::RED),
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background_color: BackgroundColor(Color::Rgba { red: 0.0, green: 0.0, blue: 0.0, alpha: 0.86 }),
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border_color: BorderColor(Color::WHITE),
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..Default::default()
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})
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.set_parent(background_id)
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.id();
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// Right panel
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let right_panel_id = commands
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let _right_panel_id = commands
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.spawn(NodeBundle {
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style: Style {
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display: Display::Flex,
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width: Val::Percent(50.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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justify_content: JustifyContent::SpaceEvenly,
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padding: UiRect::all(Val::Percent(5.0)),
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flex_direction: FlexDirection::Column,
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..Default::default()
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@ -66,6 +68,130 @@ pub fn setup_inventory_screen(mut commands: Commands) {
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})
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.set_parent(background_id)
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.id();
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// Inventory Equipment title
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let _ = commands.spawn(
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TextBundle {
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text: Text::from_section("Equipment", TextStyle { font_size: 32.0, color: Color::WHITE, ..Default::default() }),
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..Default::default()
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}.with_text_alignment(TextAlignment::Center)
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).set_parent(left_panel_id);
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// First slot (Backpack and knife)
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let body_slots_container = commands
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.spawn(NodeBundle {
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style: Style {
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display: Display::Flex,
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width: Val::Percent(90.0),
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height: Val::Percent(30.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::SpaceBetween,
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//padding: UiRect::all(Val::Percent(5.0)),
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flex_direction: FlexDirection::Row,
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..Default::default()
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},
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..Default::default()
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}).set_parent(left_panel_id).id();
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// Body Armor container
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let body_armor_slot_container = commands
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.spawn((NodeBundle {
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style: Style {
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display: Display::Flex,
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width: Val::Percent(47.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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padding: UiRect::all(Val::Percent(5.0)),
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flex_direction: FlexDirection::Column,
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border: UiRect::all(Val::Px(0.5)),
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..Default::default()
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},
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border_color: BorderColor(Color::WHITE),
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background_color: BackgroundColor(Color::Rgba { red: 0.0, green: 0.0, blue: 0.0, alpha: 0.96 }),
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..Default::default()
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}, Interaction::default(), InventorySlotUiMarker(PlayerInventorySlotType::BodyArmor)
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)).set_parent(body_slots_container).id();
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// Backpack container
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let backpack_slot_container = commands
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.spawn((NodeBundle {
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style: Style {
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display: Display::Flex,
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width: Val::Percent(47.0),
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height: Val::Percent(100.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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padding: UiRect::all(Val::Percent(5.0)),
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flex_direction: FlexDirection::Column,
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border: UiRect::all(Val::Px(0.5)),
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..Default::default()
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},
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border_color: BorderColor(Color::WHITE),
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background_color: BackgroundColor(Color::Rgba { red: 0.0, green: 0.0, blue: 0.0, alpha: 0.96 }),
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..Default::default()
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}, Interaction::default(), InventorySlotUiMarker(PlayerInventorySlotType::Backpack)
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)).set_parent(body_slots_container).id();
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// Body Armor Text
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commands.spawn(TextBundle {
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text: Text::from_section("Body Armor", TextStyle { font_size: 28.0, color: Color::WHITE, ..Default::default() }),
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..Default::default()
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}.with_text_alignment(TextAlignment::Center))
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.set_parent(body_armor_slot_container);
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// Backpack Text
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commands.spawn(TextBundle {
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text: Text::from_section("Backpack", TextStyle { font_size: 28.0, color: Color::WHITE, ..Default::default() }),
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..Default::default()
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}.with_text_alignment(TextAlignment::Center))
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.set_parent(backpack_slot_container);
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// Primary Slot
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let primary_slot = commands
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.spawn((NodeBundle {
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style: Style {
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display: Display::Flex,
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width: Val::Percent(90.0),
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height: Val::Percent(20.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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padding: UiRect::all(Val::Percent(5.0)),
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flex_direction: FlexDirection::Column,
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border: UiRect::all(Val::Px(0.5)),
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..Default::default()
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},
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border_color: BorderColor(Color::WHITE),
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background_color: BackgroundColor(Color::Rgba { red: 0.0, green: 0.0, blue: 0.0, alpha: 0.96 }),
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..Default::default()
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}, Interaction::default(), InventorySlotUiMarker(PlayerInventorySlotType::Primary)
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)).set_parent(left_panel_id).id();
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// Secondary Slot
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let secondary_slot = commands
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.spawn((NodeBundle {
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style: Style {
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display: Display::Flex,
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width: Val::Percent(90.0),
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height: Val::Percent(20.0),
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align_items: AlignItems::Center,
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justify_content: JustifyContent::Center,
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padding: UiRect::all(Val::Percent(5.0)),
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flex_direction: FlexDirection::Column,
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border: UiRect::all(Val::Px(0.5)),
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..Default::default()
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},
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border_color: BorderColor(Color::WHITE),
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background_color: BackgroundColor(Color::Rgba { red: 0.0, green: 0.0, blue: 0.0, alpha: 0.96 }),
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..Default::default()
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}, Interaction::default(), InventorySlotUiMarker(PlayerInventorySlotType::Secondary)
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)).set_parent(left_panel_id).id();
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// Primary Slot Text
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commands.spawn(TextBundle {
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text: Text::from_section("Primary", TextStyle { font_size: 28.0, color: Color::WHITE, ..Default::default() }),
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..Default::default()
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}.with_text_alignment(TextAlignment::Center))
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.set_parent(primary_slot);
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// Secondary Slot Text
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commands.spawn(TextBundle {
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text: Text::from_section("Secondary", TextStyle { font_size: 28.0, color: Color::WHITE, ..Default::default() }),
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..Default::default()
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}.with_text_alignment(TextAlignment::Center))
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.set_parent(secondary_slot);
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}
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@ -73,6 +199,9 @@ pub fn update_inventory_screen(
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//mut commands: Commands,
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game_ui_state: Res<GameUiState>,
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mut inventory_screen_query: Query<&mut Visibility, With<InventoryScreenUiMarker>>,
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inventory_slot_query: Query<(&InventorySlotUiMarker, &Children)>,
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mut inventory_slot_text_query: Query<(&mut Text, Entity)>,
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mut inventory_changed_events: EventReader<PlayerInventoryChangedEvent>,
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) {
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for mut visibility in inventory_screen_query.iter_mut() {
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if game_ui_state.is_showing_window(GameUiWindow::InventoryMenu) {
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@ -81,4 +210,23 @@ pub fn update_inventory_screen(
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*visibility = Visibility::Hidden;
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}
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}
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for event in inventory_changed_events.read() {
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for (inventory_slot_ui_marker, children) in inventory_slot_query.iter() {
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for (mut text, text_entity) in inventory_slot_text_query.iter_mut() {
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for child in children {
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if child == &text_entity && event.slot_type == inventory_slot_ui_marker.0 {
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// Mutate text
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if let Some(section) = text.sections.first_mut() {
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section.value = match &event.item {
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Some(item) => item.inventory_title(),
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None => inventory_slot_ui_marker.0.to_slot_title(),
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}
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}
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}
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}
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}
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}
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}
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}
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@ -1,2 +1,3 @@
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pub mod menu;
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pub mod plugin;
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pub mod interactables;
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@ -1,12 +1,12 @@
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use bevy::prelude::*;
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use super::menu::{setup_inventory_screen, update_inventory_screen};
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use super::{menu::{setup_inventory_screen, update_inventory_screen}, interactables::update_interactable_slot};
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pub struct InventoryMenuPlugin;
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impl Plugin for InventoryMenuPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(Startup, setup_inventory_screen);
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app.add_systems(Update, update_inventory_screen);
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app.add_systems(Update, (update_inventory_screen, update_interactable_slot));
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}
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}
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