Quickly building backpacks with godot
You need to modify the array in backpack_grid/Parameter_function.gd item_array to the array in your backpack
The following are the relevant functional methods:
Alt B: backpack_grid.open_backpack(null)
Close backpack: backpack_grid.close_backpack()
Add item: backpack_grid.get_items()
The item dictionary needs to contain the following primary keys: "name", "type", "icon", "number"
For more parameters, please modify them in Parameter_function.gd
使用godot背包插件快速构建背包
你需要修改 backpack_grid/Parameter_function.gd 中的 item_array 数组为你背包的数组
以下是相关的功能方法:
打开背包:backpack_grid.open_backpack(null)
关闭背包:backpack_grid.close_backpack()
添加物品:backpack_grid.get_items()
物品字典需要包含以下主键,"name","type","icon","number"
更多的参数,请在 Parameter_function.gd 中修改
v1.3.1 —— 新增背包物品名字显示开关,默认关闭名字显示66
v1.3 —— 功能菜单 1、为了更适合godot的引擎开发,现在生成背包必需要指定一个父节点 2、添加了背包功能菜单的工作流,默认只有物品丢弃功能。需要根据自己的游戏内容来实现更多功能
v1.1 —— 支持指定父节点
https://www.bilibili.com/video/BV1cw411p7Bi/
现在支持传入父节点了,这意味着你不需要再关心如何设置背包的参数了。只需要在打开背包的方法上加上一个父节点。backpack_grid会根据你的父节大小点来控制背包生成的位置和大小,这取决于你每行每列显示的数量。
打开背包:backpack_grid.open_backpack(Parent:control)
Now it supports passing in the parent node, which means you no longer need to worry about how to set the parameters of the backpack. Just add a parent node to the method of opening the backpack. Backpack_grid will control the position and size of the backpack generation based on the size of your parent node, depending on the number of rows and columns displayed.
Alt B: backpack_grid.open_backpack(Parent:control)