extends PanelContainer const SLOT_SCENE := preload("res://scenes/ui/inventory_slot_view.tscn") const CARGO_SIZE := 20 @onready var cargo_grid: GridContainer = $Contents/CargoGrid @onready var close_button: Button = $Contents/Header/CloseButton @onready var title_label: Label = $Contents/Header/Title @onready var ammunition_label: Label = $Contents/Ammunition/Count var _inventory: ShipInventory var _drawer_open := false var _slide_tween: Tween var _minerals_label: Label var drawer_width := 560.0 func _ready() -> void: close_button.pressed.connect(close_drawer) _minerals_label = Label.new() _minerals_label.add_theme_font_size_override("font_size", 10) $Contents.add_child(_minerals_label) $Contents.move_child(_minerals_label, $Contents/CargoGrid.get_index()) _inventory = get_tree().get_first_node_in_group("ship_inventory") as ShipInventory if _inventory: _inventory.inventory_changed.connect(_refresh_title) _inventory.ammunition_changed.connect(_refresh_title) GameState.captain.changed.connect(_refresh_title) for index in CARGO_SIZE: var slot := SLOT_SCENE.instantiate() slot.name = "Cargo%d" % (index + 1) slot.set("slot_kind", "cargo") slot.set("slot_index", index) cargo_grid.add_child(slot) _refresh_title() func _refresh_title() -> void: _minerals_label.text = "SUROWCE · Tytan: %d · Żelazo: %d · Aluminium: %d" % [GameState.captain.minerals.get("titanium", 0), GameState.captain.minerals.get("iron", 0), GameState.captain.minerals.get("aluminium", 0)] if _inventory: title_label.text = "MAGAZYN (%d/%d) · Części: %.1f" % [_inventory.get_cargo_used(), CARGO_SIZE, GameState.captain.parts] ammunition_label.text = "AMUNICJA: %d · RAKIETY: %d" % [_inventory.ammunition, _inventory.get_missile_count()] func toggle_drawer() -> void: _set_drawer_open(not _drawer_open) func close_drawer(immediately: bool = false) -> void: if immediately: if _slide_tween != null and _slide_tween.is_running(): _slide_tween.kill() _drawer_open = false GameState.hud_panel_state["inventory_open"] = false position.x = drawer_width hide() return _set_drawer_open(false) func _set_drawer_open(value: bool) -> void: if _slide_tween != null and _slide_tween.is_running(): _slide_tween.kill() _drawer_open = value GameState.hud_panel_state["inventory_open"] = value if value and not visible: position = Vector2(drawer_width, 0) show() _slide_tween = create_tween() _slide_tween.tween_property(self, "position:x", 0.0 if value else drawer_width, 0.25).set_trans(Tween.TRANS_CUBIC).set_ease(Tween.EASE_OUT if value else Tween.EASE_IN) if not value: _slide_tween.tween_callback(hide)