inventory.gd

Extends: Control

Description

EgoVenture Inventory system

Property Descriptions

selected_item

var selected_item: InventoryItemNode

The currently selected inventory item or null

activated

var activated: bool = false

Wether the inventory is currently activated

just_released

var just_released: bool = false

Wether the inventory item was just released (to prevent other actions to be carried out)

ignore_pause

var ignore_pause: bool = false

Wether to ignore a game pause

Method Descriptions

configure

func configure(configuration: GameConfiguration)

Configure the inventory. Should be call by a game core singleton

** Parameters **

  • configuration: The game configuration

disable

func disable()

Disable the inventory system

enable

func enable()

Enable the inventory system

add_item

func add_item(item: InventoryItem, skip_show: bool = false, allow_duplicate: bool = false, position: int)

remove_item

func remove_item(item: InventoryItem)

Remove item from the inventory

** Parameters **

  • item: Item to remove from the inventory

release_item

func release_item()

Release the currently selected item

get_items

func get_items() -> Array

Returns the current list of inventory items

has_item

func has_item(needle: InventoryItem) -> bool

Check, wether the player carries a specific item

** Parameters **

  • needle: item searched for

  • returns: true if the player is carrying the item, false if not.

toggle_inventory

func toggle_inventory()

Show or hide the inventory

Signals

  • signal triggered_inventory_item(first_item, second_item): Emitted, when another inventory item was triggered

  • signal released_inventory_item(item): Emitted when the player released an item