extends Control signal close const WAREHOUSE_CARD = preload("res://scene/warehouse_card.tscn") const WAREHOUSE_TAB = preload("res://scene/warehouse_tab.tscn") # Called when the node enters the scene tree for the first time. func _ready() -> void: pass # Replace with function body. var now_selected_type:int=-1 func fresh(): %item_panel.hide() for i in %tab_add_pos.get_children(): i.queue_free() for i in %card_add_pos.get_children(): i.queue_free() var all_main_type=Database.get_all_main_type() var type_all=WAREHOUSE_TAB.instantiate() %tab_add_pos.add_child(type_all) type_all.set_text("全部") type_all.click.connect(type_click.bind(-1)) if now_selected_type<0: type_all.selected=true else: type_all.selected=false for i in all_main_type: var new_tab=WAREHOUSE_TAB.instantiate() %tab_add_pos.add_child(new_tab) if i==now_selected_type: new_tab.selected=true else: new_tab.selected=false new_tab.set_text(Database.get_type_name(int(i))) new_tab.click.connect(type_click.bind(int(i))) var item=Global.get_all_item_game_data() if now_selected_type<0: for i in item.size(): var new_card=WAREHOUSE_CARD.instantiate() %card_add_pos.add_child(new_card) new_card.set_data(item[i]) new_card.item_index_in_all=i new_card.click.connect(item_card_click.bind(i)) else: for i in item.size(): if int(item[i]["type"])==now_selected_type: var new_card=WAREHOUSE_CARD.instantiate() %card_add_pos.add_child(new_card) new_card.set_data(item[i]) new_card.item_index_in_all=i new_card.click.connect(item_card_click.bind(i)) pass pass func type_click(type:int): now_selected_type=type fresh() pass func item_card_click(ind:int): var item_data=Global.get_all_item_game_data()[ind] %item_panel.show() %name.text=ItemTool.get_name_from_item_data(item_data) %introduction.text=ItemTool.get_introduction_from_item_data(item_data) pass func _on_back_pressed() -> void: close.emit() self.hide() pass # Replace with function body. func _on_empty_pressed() -> void: %item_panel.hide() pass # Replace with function body.