extends Control @onready var weapon_scene = preload("res://scene/ui/item/weapon_item.tscn") 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 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 func on_weapon_list_changed(list:Array):weapon_list = list func on_weapon_index_changed(index:int):weapon_index = index func on_weapon_index_change_rate_changed(rate:float):weapon_index_rate = rate 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 func append():weapon_item_list.append(create_weapon_item(len(weapon_item_list)-2+weapon_index_dir)) func push_front():weapon_item_list.push_front(create_weapon_item(-2+weapon_index_dir)) func push_back():weapon_item_list.push_back(create_weapon_item(2+weapon_index_dir)) func pop_front():remove_child(weapon_item_list.pop_front()) func pop_back():remove_child(weapon_item_list.pop_back()) 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.set_texture(weapon_cfg.icon) return weapon_item_sub 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) func get_item_pos(offset:int): return Vector2(item_layout_offset_x*offset,item_layout_offset_y if offset else 0)