41 lines
1.1 KiB
GDScript
41 lines
1.1 KiB
GDScript
extends Control
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signal scene_finished
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signal scene_failed
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var active : bool = false
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export (PackedScene) var item_view_scene
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export (NodePath) var child_holder
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export (String) var character_property = "items"
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export (String) var view_property = "item"
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var character : Character = Character.new() setget update_items_shown
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var item_views = []
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func update_items_shown(new_character = null):
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# allow the update item shown function to work with and without setget
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if new_character != null:
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character = new_character
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# remove the old items
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for item_view in item_views:
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yield(item_view.item_view_remove(false), "completed")
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item_views = []
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# add items the new items from the character
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for item in character.get(character_property):
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var new_item_view = item_view_scene.instance()
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new_item_view.set(view_property, item)
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get_node(child_holder).add_child(new_item_view)
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item_views.append(new_item_view)
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new_item_view.connect("item_view_removed", self, "remove_from_item_views")
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func remove_from_item_views(item_view):
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var to_remove : int = item_views.find(item_view)
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if to_remove != -1:
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item_views.remove(to_remove)
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