feat(sprint-17): hand slots, outfit items, and GameState v2
- HoldableItem: drag-and-drop base class, snaps to nearest free hand slot - OutfitItem: extends HoldableItem, applies to character on drop, tap-to-undress - Character: hand slot API (attach/detach/is_free), outfit layer API, tap detection - GameState v2: outfit and held items persisted per character in save data - 147 tests passing
This commit is contained in:
@@ -1,10 +1,12 @@
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## GameState — global game state: character positions, object states, current room.
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## GameState — global game state: character positions, outfit, held items, object states, current room.
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extends Node
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signal state_changed
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signal character_moved(character_id: String, position: Vector2)
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var _character_positions: Dictionary = {}
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var _character_outfits: Dictionary = {}
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var _character_held_items: Dictionary = {}
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var _object_states: Dictionary = {}
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var current_room: String = "reception"
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var music_volume: float = 0.6
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@@ -25,6 +27,28 @@ func set_character_position(id: String, pos: Vector2) -> void:
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state_changed.emit()
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func get_character_outfit(id: String) -> Array:
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return _character_outfits.get(id, ["", "", ""])
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func set_character_outfit(id: String, outfit: Array) -> void:
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_character_outfits[id] = outfit
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state_changed.emit()
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func get_character_held_item(id: String, hand: String) -> String:
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if not _character_held_items.has(id):
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return ""
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return _character_held_items[id].get(hand, "")
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func set_character_held_item(id: String, hand: String, item_id: String) -> void:
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if not _character_held_items.has(id):
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_character_held_items[id] = {"left": "", "right": ""}
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_character_held_items[id][hand] = item_id
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state_changed.emit()
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func get_object_state(id: String) -> String:
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return _object_states.get(id, "idle")
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@@ -40,7 +64,10 @@ func get_save_data() -> Dictionary:
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var pos: Vector2 = _character_positions[key]
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positions[key] = [pos.x, pos.y]
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return {
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"version": 2,
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"character_positions": positions,
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"character_outfits": _character_outfits.duplicate(true),
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"character_held_items": _character_held_items.duplicate(true),
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"object_states": _object_states,
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"current_room": current_room,
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"music_volume": music_volume,
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@@ -55,6 +82,14 @@ func apply_save_data(data: Dictionary) -> void:
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var val: Variant = data["character_positions"][key]
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if val is Array and val.size() >= 2:
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_character_positions[key] = Vector2(val[0], val[1])
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if data.has("character_outfits"):
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_character_outfits = data["character_outfits"].duplicate(true)
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else:
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_character_outfits = {}
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if data.has("character_held_items"):
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_character_held_items = data["character_held_items"].duplicate(true)
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else:
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_character_held_items = {}
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if data.has("object_states"):
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_object_states = data["object_states"]
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if data.has("current_room"):
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@@ -13,7 +13,11 @@ signal state_changed(new_state: CharacterData.State)
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var _is_held: bool = false
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var _current_anim: String = "idle"
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var _drag_start_position: Vector2 = Vector2.ZERO
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var _outfit_item_refs: Array = [null, null, null]
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const _TAP_THRESHOLD: float = 10.0
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const _ITEM_DROP_OFFSET: Vector2 = Vector2(0.0, 60.0)
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const _STATE_COLORS: Dictionary = {
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CharacterData.State.HEALTHY: Color(0.6, 0.8, 1.0),
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CharacterData.State.SICK: Color(0.7, 0.9, 0.7),
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@@ -32,6 +36,7 @@ func _ready() -> void:
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if data != null:
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_update_visual_state()
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_refresh_outfit_layers()
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add_to_group("characters")
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func set_state(new_state: CharacterData.State) -> void:
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@@ -110,10 +115,12 @@ func detach_item(hand: String) -> Node2D:
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if slot == null or slot.get_child_count() == 0:
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return null
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var item: Node2D = slot.get_child(0) as Node2D
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var saved_pos: Vector2 = item.global_position
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slot.remove_child(item)
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var scene_parent: Node = get_parent()
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if scene_parent != null:
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scene_parent.add_child(item)
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item.global_position = saved_pos
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return item
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@@ -146,14 +153,53 @@ func _update_visual_state() -> void:
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ear_right.color = color
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func _on_drag_picked_up(_pos: Vector2) -> void:
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func apply_outfit_item(layer: int, item_id: String, texture: Texture2D, item_node: Node2D) -> void:
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if layer < 1 or layer > 3:
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return
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var i: int = layer - 1
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var existing: Node2D = _outfit_item_refs[i] as Node2D
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if existing != null:
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existing.global_position = global_position + _ITEM_DROP_OFFSET
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existing.visible = true
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_outfit_item_refs[i] = item_node
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set_outfit(layer, item_id, texture)
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if item_node != null:
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item_node.visible = false
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func remove_outfit(layer: int) -> void:
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if layer < 1 or layer > 3:
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return
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var i: int = layer - 1
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clear_outfit(layer)
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var item_ref: Node2D = _outfit_item_refs[i] as Node2D
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if item_ref != null:
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_outfit_item_refs[i] = null
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item_ref.global_position = global_position + _ITEM_DROP_OFFSET
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item_ref.visible = true
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func _handle_outfit_tap() -> void:
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for layer: int in range(3, 0, -1):
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if not get_outfit(layer).is_empty():
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remove_outfit(layer)
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return
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func _on_drag_picked_up(pos: Vector2) -> void:
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_is_held = true
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_drag_start_position = pos
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set_animation_state("held")
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character_picked_up.emit(self)
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func _on_drag_released(pos: Vector2) -> void:
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_is_held = false
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var drag_distance: float = pos.distance_to(_drag_start_position)
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if drag_distance < _TAP_THRESHOLD:
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set_animation_state("idle")
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_handle_outfit_tap()
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return
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set_animation_state("idle")
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if data == null or data.id.is_empty():
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return
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@@ -11,3 +11,5 @@ enum Species { BUNNY, KITTEN }
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@export var current_floor: int = 0
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@export var position: Vector2 = Vector2.ZERO
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@export var outfit: Array[String] = ["", "", ""]
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@export var held_left: String = ""
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@export var held_right: String = ""
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@@ -0,0 +1,73 @@
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## HoldableItem — Node2D that can be held in a Character's HandLeft or HandRight slot.
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## Attach DragDropComponent as a child. On drag_released scans "characters" group for
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## the nearest free hand slot within HAND_SLOT_RADIUS.
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class_name HoldableItem extends Node2D
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signal item_picked_up(item: HoldableItem)
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signal item_placed(item: HoldableItem)
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const HAND_SLOT_RADIUS: float = 60.0
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@export var item_id: String = ""
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func _ready() -> void:
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var drag: DragDropComponent = get_node_or_null("DragDropComponent") as DragDropComponent
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if drag != null:
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drag.drag_picked_up.connect(_on_drag_picked_up)
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drag.drag_released.connect(_on_drag_released)
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func _on_drag_picked_up(_pos: Vector2) -> void:
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if is_in_hand_slot():
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_detach_from_hand_slot()
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item_picked_up.emit(self)
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func _on_drag_released(_pos: Vector2) -> void:
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var result: Array = _find_nearest_free_hand_slot()
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if not result.is_empty():
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var character: Character = result[0] as Character
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var hand: String = result[1] as String
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character.attach_item(hand, self)
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item_placed.emit(self)
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func is_in_hand_slot() -> bool:
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var p: Node = get_parent()
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if p == null:
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return false
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return p.name == "HandLeft" or p.name == "HandRight"
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func _detach_from_hand_slot() -> void:
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var hand_slot: Node = get_parent()
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var character: Character = hand_slot.get_parent() as Character
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if character == null:
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return
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var hand: String = "left" if hand_slot.name == "HandLeft" else "right"
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character.detach_item(hand)
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func _find_nearest_free_hand_slot() -> Array:
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var best_dist: float = HAND_SLOT_RADIUS
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var best_character: Character = null
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var best_hand: String = ""
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for node: Node in get_tree().get_nodes_in_group("characters"):
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var character: Character = node as Character
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if character == null:
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continue
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for hand: String in ["left", "right"]:
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if not character.is_hand_free(hand):
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continue
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var slot: Node2D = character.get_node_or_null("Hand" + hand.capitalize()) as Node2D
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if slot == null:
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continue
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var dist: float = global_position.distance_to(slot.global_position)
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if dist < best_dist:
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best_dist = dist
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best_character = character
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best_hand = hand
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if best_character == null:
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return []
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return [best_character, best_hand]
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@@ -0,0 +1,31 @@
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## OutfitItem — HoldableItem that applies an outfit layer to a Character when dropped
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## within OUTFIT_APPLY_RADIUS of the character's center. Falls back to hand slot
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## attachment if no character body is in range.
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class_name OutfitItem extends HoldableItem
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const OUTFIT_APPLY_RADIUS: float = 80.0
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@export var outfit_layer: int = 1
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@export var outfit_sprite: Texture2D
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func _on_drag_released(_pos: Vector2) -> void:
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var character: Character = _find_nearest_character()
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if character != null:
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character.apply_outfit_item(outfit_layer, item_id, outfit_sprite, self)
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return
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super._on_drag_released(_pos)
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func _find_nearest_character() -> Character:
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var best_dist: float = OUTFIT_APPLY_RADIUS
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var best: Character = null
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for node: Node in get_tree().get_nodes_in_group("characters"):
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var character: Character = node as Character
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if character == null:
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continue
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var dist: float = global_position.distance_to(character.global_position)
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if dist < best_dist:
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best_dist = dist
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best = character
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return best
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@@ -169,3 +169,78 @@ func test_detach_returns_item() -> void:
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func test_detach_from_empty_hand_returns_null() -> void:
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var returned: Node2D = _char.detach_item("left")
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assert_null(returned)
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func test_character_is_in_characters_group() -> void:
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assert_true(_char.is_in_group("characters"))
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func test_detach_item_preserves_global_position() -> void:
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var item: Node2D = Node2D.new()
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add_child_autofree(item)
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_char.global_position = Vector2(200.0, 300.0)
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_char.attach_item("left", item)
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var expected_global: Vector2 = (_char.get_node_or_null("HandLeft") as Node2D).global_position
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_char.detach_item("left")
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assert_eq(item.global_position, expected_global)
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func test_apply_outfit_item_hides_item() -> void:
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var item: Node2D = Node2D.new()
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add_child_autofree(item)
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_char.apply_outfit_item(1, "white_coat", null, item)
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assert_false(item.visible)
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func test_apply_outfit_item_sets_outfit_data() -> void:
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var item: Node2D = Node2D.new()
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add_child_autofree(item)
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_char.apply_outfit_item(1, "white_coat", null, item)
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assert_eq(_char.get_outfit(1), "white_coat")
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func test_remove_outfit_restores_item_visibility() -> void:
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var item: Node2D = Node2D.new()
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add_child_autofree(item)
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_char.apply_outfit_item(2, "cast_arm", null, item)
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_char.remove_outfit(2)
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assert_true(item.visible)
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func test_remove_outfit_clears_outfit_data() -> void:
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var item: Node2D = Node2D.new()
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add_child_autofree(item)
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_char.apply_outfit_item(2, "cast_arm", null, item)
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_char.remove_outfit(2)
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assert_eq(_char.get_outfit(2), "")
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func test_apply_outfit_item_replaces_existing() -> void:
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var item1: Node2D = Node2D.new()
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var item2: Node2D = Node2D.new()
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add_child_autofree(item1)
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add_child_autofree(item2)
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_char.apply_outfit_item(1, "white_coat", null, item1)
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_char.apply_outfit_item(1, "doctor_coat", null, item2)
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assert_true(item1.visible)
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assert_false(item2.visible)
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assert_eq(_char.get_outfit(1), "doctor_coat")
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func test_tap_removes_topmost_active_outfit_layer() -> void:
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var item1: Node2D = Node2D.new()
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var item3: Node2D = Node2D.new()
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add_child_autofree(item1)
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add_child_autofree(item3)
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_char.apply_outfit_item(1, "white_coat", null, item1)
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_char.apply_outfit_item(3, "stethoscope", null, item3)
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_char._handle_outfit_tap()
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assert_eq(_char.get_outfit(3), "")
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assert_eq(_char.get_outfit(1), "white_coat")
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func test_tap_noop_when_no_outfit_active() -> void:
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_char._handle_outfit_tap()
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assert_eq(_char.get_outfit(1), "")
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assert_eq(_char.get_outfit(2), "")
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assert_eq(_char.get_outfit(3), "")
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@@ -77,3 +77,71 @@ func test_apply_save_data_with_empty_dict_does_not_crash() -> void:
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_state.set_character_position("bunny_01", Vector2(10.0, 20.0))
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_state.apply_save_data({})
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assert_eq(_state.get_character_position("bunny_01"), Vector2(10.0, 20.0))
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func test_character_data_has_held_left_field() -> void:
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var cd: CharacterData = CharacterData.new()
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assert_eq(cd.held_left, "")
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func test_character_data_has_held_right_field() -> void:
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var cd: CharacterData = CharacterData.new()
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assert_eq(cd.held_right, "")
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func test_set_character_outfit_stores_value() -> void:
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_state.set_character_outfit("bunny_f", ["white_coat", "", "stethoscope"])
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assert_eq(_state.get_character_outfit("bunny_f"), ["white_coat", "", "stethoscope"])
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func test_get_character_outfit_returns_empty_array_for_unknown() -> void:
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var result: Array = _state.get_character_outfit("unknown_id")
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assert_eq(result, ["", "", ""])
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func test_set_character_held_item_left() -> void:
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_state.set_character_held_item("bunny_f", "left", "medicine_blue")
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assert_eq(_state.get_character_held_item("bunny_f", "left"), "medicine_blue")
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func test_get_character_held_item_returns_empty_for_unknown() -> void:
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assert_eq(_state.get_character_held_item("unknown", "left"), "")
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func test_save_data_includes_outfit() -> void:
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_state.set_character_outfit("bunny_f", ["white_coat", "", ""])
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var data: Dictionary = _state.get_save_data()
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assert_true(data.has("character_outfits"))
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assert_eq(data["character_outfits"]["bunny_f"], ["white_coat", "", ""])
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func test_save_data_includes_held_items() -> void:
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_state.set_character_held_item("bunny_f", "right", "medicine_blue")
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var data: Dictionary = _state.get_save_data()
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assert_true(data.has("character_held_items"))
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assert_eq(data["character_held_items"]["bunny_f"]["right"], "medicine_blue")
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func test_apply_save_data_restores_outfit() -> void:
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var save: Dictionary = {
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"character_outfits": {
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"bunny_f": ["doctor_coat", "", "stethoscope"]
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}
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}
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_state.apply_save_data(save)
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assert_eq(_state.get_character_outfit("bunny_f"), ["doctor_coat", "", "stethoscope"])
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func test_apply_save_data_restores_held_items() -> void:
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var save: Dictionary = {
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"character_held_items": {
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"kitten_f": {"left": "gel_tube", "right": ""}
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}
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}
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_state.apply_save_data(save)
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assert_eq(_state.get_character_held_item("kitten_f", "left"), "gel_tube")
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func test_save_data_has_version_two() -> void:
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var data: Dictionary = _state.get_save_data()
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assert_eq(data.get("version", 0), 2)
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@@ -0,0 +1,71 @@
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## Tests for HoldableItem — hand slot attachment on drag release.
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extends GutTest
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func test_holdable_item_id_default_empty() -> void:
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var item: HoldableItem = HoldableItem.new()
|
||||
add_child_autofree(item)
|
||||
assert_eq(item.item_id, "")
|
||||
|
||||
|
||||
func test_holdable_item_is_not_in_hand_initially() -> void:
|
||||
var item: HoldableItem = HoldableItem.new()
|
||||
add_child_autofree(item)
|
||||
assert_false(item.is_in_hand_slot())
|
||||
|
||||
|
||||
func test_holdable_item_attaches_to_nearest_free_hand() -> void:
|
||||
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||
add_child_autofree(character)
|
||||
var item: HoldableItem = HoldableItem.new()
|
||||
add_child_autofree(item)
|
||||
item.item_id = "test_item"
|
||||
item.global_position = character.get_node("HandLeft").global_position
|
||||
item._on_drag_released(item.global_position)
|
||||
assert_true(item.is_in_hand_slot())
|
||||
|
||||
|
||||
func test_holdable_item_does_not_attach_if_no_character_in_range() -> void:
|
||||
var item: HoldableItem = HoldableItem.new()
|
||||
add_child_autofree(item)
|
||||
item.global_position = Vector2(9999.0, 9999.0)
|
||||
item._on_drag_released(item.global_position)
|
||||
assert_false(item.is_in_hand_slot())
|
||||
|
||||
|
||||
func test_holdable_item_does_not_attach_to_occupied_hand() -> void:
|
||||
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||
add_child_autofree(character)
|
||||
var item1: Node2D = Node2D.new()
|
||||
var item2: HoldableItem = HoldableItem.new()
|
||||
add_child_autofree(item1)
|
||||
add_child_autofree(item2)
|
||||
character.attach_item("left", item1)
|
||||
var item_filler: Node2D = Node2D.new()
|
||||
add_child_autofree(item_filler)
|
||||
character.attach_item("right", item_filler)
|
||||
item2.global_position = character.global_position
|
||||
item2._on_drag_released(item2.global_position)
|
||||
assert_false(item2.is_in_hand_slot())
|
||||
|
||||
|
||||
func test_holdable_item_detaches_on_pickup_when_in_slot() -> void:
|
||||
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||
add_child_autofree(character)
|
||||
var item: HoldableItem = HoldableItem.new()
|
||||
add_child_autofree(item)
|
||||
character.attach_item("left", item)
|
||||
assert_true(item.is_in_hand_slot())
|
||||
item._on_drag_picked_up(item.global_position)
|
||||
assert_false(item.is_in_hand_slot())
|
||||
|
||||
|
||||
func test_holdable_item_detach_preserves_global_position() -> void:
|
||||
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||
add_child_autofree(character)
|
||||
var item: HoldableItem = HoldableItem.new()
|
||||
add_child_autofree(item)
|
||||
character.attach_item("left", item)
|
||||
var hand_pos: Vector2 = character.get_node("HandLeft").global_position
|
||||
item._on_drag_picked_up(hand_pos)
|
||||
assert_eq(item.global_position, hand_pos)
|
||||
@@ -0,0 +1,63 @@
|
||||
## Tests for OutfitItem — applies outfit layer when dropped near a character.
|
||||
extends GutTest
|
||||
|
||||
|
||||
func test_outfit_item_default_layer_is_one() -> void:
|
||||
var item: OutfitItem = OutfitItem.new()
|
||||
add_child_autofree(item)
|
||||
assert_eq(item.outfit_layer, 1)
|
||||
|
||||
|
||||
func test_outfit_item_applies_to_character_on_release_in_range() -> void:
|
||||
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||
add_child_autofree(character)
|
||||
var data: CharacterData = CharacterData.new()
|
||||
character.data = data
|
||||
var item: OutfitItem = OutfitItem.new()
|
||||
add_child_autofree(item)
|
||||
item.item_id = "white_coat"
|
||||
item.outfit_layer = 1
|
||||
item.outfit_sprite = null
|
||||
item.global_position = character.global_position
|
||||
item._on_drag_released(item.global_position)
|
||||
assert_eq(character.get_outfit(1), "white_coat")
|
||||
|
||||
|
||||
func test_outfit_item_hides_after_applying() -> void:
|
||||
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||
add_child_autofree(character)
|
||||
var data: CharacterData = CharacterData.new()
|
||||
character.data = data
|
||||
var item: OutfitItem = OutfitItem.new()
|
||||
add_child_autofree(item)
|
||||
item.item_id = "white_coat"
|
||||
item.outfit_layer = 1
|
||||
item.global_position = character.global_position
|
||||
item._on_drag_released(item.global_position)
|
||||
assert_false(item.visible)
|
||||
|
||||
|
||||
func test_outfit_item_stays_visible_if_no_character_in_range() -> void:
|
||||
var item: OutfitItem = OutfitItem.new()
|
||||
add_child_autofree(item)
|
||||
item.item_id = "white_coat"
|
||||
item.outfit_layer = 1
|
||||
item.global_position = Vector2(9999.0, 9999.0)
|
||||
item._on_drag_released(item.global_position)
|
||||
assert_true(item.visible)
|
||||
assert_false(item.is_in_hand_slot())
|
||||
|
||||
|
||||
func test_outfit_item_does_not_apply_if_far_from_character() -> void:
|
||||
var character: Character = preload("res://scenes/characters/Character.tscn").instantiate() as Character
|
||||
add_child_autofree(character)
|
||||
var data: CharacterData = CharacterData.new()
|
||||
character.data = data
|
||||
var item: OutfitItem = OutfitItem.new()
|
||||
add_child_autofree(item)
|
||||
item.item_id = "white_coat"
|
||||
item.outfit_layer = 1
|
||||
item.global_position = Vector2(9999.0, 9999.0)
|
||||
item._on_drag_released(item.global_position)
|
||||
assert_eq(character.get_outfit(1), "")
|
||||
assert_true(item.visible)
|
||||
Reference in New Issue
Block a user