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							|  |  |  | @onready var weapon_scene = preload("res://scene/ui/item/weapon_item.tscn") | 
					
						
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							|  |  |  | var item_layout_offset_x: int = 32 | 
					
						
							|  |  |  | var item_layout_offset_y: int = 16 | 
					
						
							|  |  |  | var weapon_item_list = [] | 
					
						
							|  |  |  | var weapon_list: Array | 
					
						
							|  |  |  | var weapon_index: int | 
					
						
							|  |  |  | var weapon_index_dir: int | 
					
						
							|  |  |  | var weapon_index_rate: float | 
					
						
							|  |  |  | var hide_duration: float | 
					
						
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							|  |  |  | func _process(delta): | 
					
						
							|  |  |  |     if not visible: | 
					
						
							|  |  |  |         return | 
					
						
							|  |  |  |     if weapon_index_dir: | 
					
						
							|  |  |  |         item_lerp(weapon_index_dir, weapon_index_rate) | 
					
						
							|  |  |  |         hide_duration = Setting.weapon_hide_duration | 
					
						
							|  |  |  |         return | 
					
						
							|  |  |  |     item_lerp(weapon_index_dir, 1) | 
					
						
							|  |  |  |     hide_duration -= delta | 
					
						
							|  |  |  |     if hide_duration <= 0: | 
					
						
							|  |  |  |         for item in weapon_item_list: | 
					
						
							|  |  |  |             remove_child(item) | 
					
						
							|  |  |  |         weapon_item_list.clear() | 
					
						
							|  |  |  |         visible = false | 
					
						
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							|  |  |  | func on_weapon_list_changed(list: Array): weapon_list = list | 
					
						
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							|  |  |  | func on_weapon_index_changed(index: int): weapon_index = index | 
					
						
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							|  |  |  | func on_weapon_index_change_rate_changed(rate: float): weapon_index_rate = rate | 
					
						
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							|  |  |  | func on_weapon_index_change_dir_changed(dir: int): | 
					
						
							|  |  |  |     weapon_index_dir = dir | 
					
						
							|  |  |  |     if not weapon_index_dir: | 
					
						
							|  |  |  |         return | 
					
						
							|  |  |  |     if not visible: | 
					
						
							|  |  |  |         visible = true | 
					
						
							|  |  |  |         for i in range(5): append() | 
					
						
							|  |  |  |     else: | 
					
						
							|  |  |  |         if dir > 0: | 
					
						
							|  |  |  |             push_back() | 
					
						
							|  |  |  |             pop_front() | 
					
						
							|  |  |  |         else: | 
					
						
							|  |  |  |             push_front() | 
					
						
							|  |  |  |             pop_back() | 
					
						
							|  |  |  |     hide_duration = Setting.weapon_hide_duration | 
					
						
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							|  |  |  | func append(): weapon_item_list.append(create_weapon_item(len(weapon_item_list)-2+weapon_index_dir)) | 
					
						
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							|  |  |  | func push_front(): weapon_item_list.push_front(create_weapon_item(-2+weapon_index_dir)) | 
					
						
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							|  |  |  | func push_back(): weapon_item_list.push_back(create_weapon_item(2+weapon_index_dir)) | 
					
						
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							|  |  |  | func pop_front(): remove_child(weapon_item_list.pop_front()) | 
					
						
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							|  |  |  | func pop_back(): remove_child(weapon_item_list.pop_back()) | 
					
						
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							|  |  |  | func create_weapon_item(offset: int)->WeaponItemSub: | 
					
						
							|  |  |  |     var weapon_count    = len(weapon_list) | 
					
						
							|  |  |  |     var index           = ((weapon_index + offset) % weapon_count + weapon_count) % weapon_count | 
					
						
							|  |  |  |     var weapon_item_sub = weapon_scene.instantiate() as WeaponItemSub | 
					
						
							|  |  |  |     var weapon_cfg      = weapon_list[index] as WeaponCfg | 
					
						
							|  |  |  |     add_child(weapon_item_sub) | 
					
						
							|  |  |  |     weapon_item_sub.init(weapon_cfg.icon) | 
					
						
							|  |  |  |     return weapon_item_sub | 
					
						
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							|  |  |  | func item_lerp(dir: int, rate: float): | 
					
						
							|  |  |  |     for i in range(len(weapon_item_list)): | 
					
						
							|  |  |  |         var item         = weapon_item_list[i] as WeaponItemSub | 
					
						
							|  |  |  |         var target_index = i-2 | 
					
						
							|  |  |  |         var index        = target_index+dir | 
					
						
							|  |  |  |         var pos_from     = get_item_pos(index) | 
					
						
							|  |  |  |         var pos_to       = get_item_pos(target_index) | 
					
						
							|  |  |  |         var alpha_from   = 1 if abs(index)<=1 else 0 | 
					
						
							|  |  |  |         var alpha_to     = 1 if abs(target_index)<=1 else 0 | 
					
						
							|  |  |  |         item.position = lerp(pos_from, pos_to, rate) | 
					
						
							|  |  |  |         item.update_alpha(alpha_from, alpha_to, rate) | 
					
						
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							|  |  |  | func get_item_pos(offset: int): | 
					
						
							|  |  |  |     return Vector2(item_layout_offset_x*offset, item_layout_offset_y if offset else 0) |