Traveller/scripts/inventory/ItemSlotNode.cs

397 lines
11 KiB
C#
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using System;
using ColdMint.scripts.utils;
2024-04-28 13:55:19 +00:00
using Godot;
namespace ColdMint.scripts.inventory;
/// <summary>
/// <para>A slot in the inventory</para>
/// <para>物品栏内的一个插槽</para>
/// </summary>
public partial class ItemSlotNode : MarginContainer
{
private TextureRect? _backgroundTextureRect;
private TextureRect? _iconTextureRect;
private Label? _quantityLabel;
private Control? _control;
private bool _isSelect;
private Texture2D? _backgroundTexture;
private Texture2D? _backgroundTextureWhenSelect;
private IItem? _item;
public IItem? Item
{
set
{
//Set item
//设置物品
_item = value;
UpdateAllDisplay();
}
}
public override void _Ready()
{
_backgroundTexture = GD.Load<Texture2D>("res://sprites/ui/ItemBarEmpty.png");
_backgroundTextureWhenSelect = GD.Load<Texture2D>("res://sprites/ui/ItemBarFocus.png");
_backgroundTextureRect =
GetNode<TextureRect>("BackgroundTexture");
_iconTextureRect = GetNode<TextureRect>("BackgroundTexture/IconTextureRect");
_quantityLabel = GetNode<Label>("Control/QuantityLabel");
_control = GetNode<Control>("Control");
_quantityLabel.Hide();
}
public override Variant _GetDragData(Vector2 atPosition)
{
if (_isSelect || _iconTextureRect == null)
{
//Drag is not allowed if there is no icon or no pile of items.
//如果没有图标或者没有物品堆,那么不允许拖动。
return new Variant();
}
var textureRect = new TextureRect();
textureRect.ExpandMode = _iconTextureRect.ExpandMode;
textureRect.Size = _iconTextureRect.Size;
textureRect.Texture = _iconTextureRect.Texture;
SetDragPreview(textureRect);
return Variant.CreateFrom(this);
}
public override bool _CanDropData(Vector2 atPosition, Variant data)
{
//If the preplaced slot does not have an icon, the preplaced slot is not allowed.
//如果预放置的槽位没有图标,那么不允许放置。
if (_iconTextureRect == null)
{
return false;
}
var type = data.VariantType;
if (type == Variant.Type.Nil)
{
//The preplaced data is null.
//预放置的数据为null。
return false;
}
var itemSlotNode = data.As<ItemSlotNode>();
var item = itemSlotNode.GetItem();
if (item == null)
{
//Return null when trying to get the source item.
//尝试获取源物品时返回null。
return false;
}
return CanAddItem(item);
}
/// <summary>
/// <para>Get the items in the item container</para>
/// <para>获取物品容器内的物品</para>
/// </summary>
/// <returns>
///<para>There may be multiple quantities</para>
///<para>数量可能有多个</para>
/// </returns>
public IItem? GetItem()
{
return _item;
}
/// <summary>
/// <para>CreateItemInstance</para>
/// <para>创建物品槽内的物品实例</para>
/// </summary>
/// <param name="number">
///<para>number</para>
///<para>数量</para>
/// </param>
/// <returns>
///<para>Newly created item</para>
///<para>新创建的物品</para>
/// </returns>
public IItem? CreateItemInstance(int number)
{
if (_item is not Node2D node2D)
{
return null;
}
var duplicate = node2D.Duplicate();
if (duplicate is not Node2D newNode2D)
{
return null;
}
newNode2D.GlobalPosition = node2D.GlobalPosition;
if (duplicate is not IItem newItem)
{
return null;
}
if (number > _item.Quantity)
{
//The number of item instances created exceeds the current number of items
//创建的物品实例数量,超过了当前物品的数量
duplicate.QueueFree();
return null;
}
newItem.Quantity = number;
return newItem;
}
/// <summary>
/// <para>Empty the inventory</para>
/// <para>清空物品栏内的物品</para>
/// </summary>
public void ClearItem()
{
if (_item == null)
{
return;
}
if (_item is Node node)
{
node.QueueFree();
}
_item = null;
UpdateAllDisplay();
}
public override void _DropData(Vector2 atPosition, Variant data)
{
if (_iconTextureRect == null)
{
return;
}
var type = data.VariantType;
if (type == Variant.Type.Nil)
{
//The passed variable is null.
//传入的变量为null。
return;
}
var itemSlotNode = data.As<ItemSlotNode>();
var item = itemSlotNode._item;
if (item == null)
{
//Return null when trying to get the source item.
//尝试获取源物品时返回null。
return;
}
itemSlotNode.ClearItem();
AddItem(item);
}
/// <summary>
/// <para>Whether to place a backpack in the current slot</para>
/// <para>当前槽位是否允许放置背包</para>
/// </summary>
public bool BackpackAllowed { get; set; }
public bool IsSelect
{
get => _isSelect;
set
{
if (_backgroundTextureRect != null)
{
_backgroundTextureRect.Texture = value ? _backgroundTextureWhenSelect : _backgroundTexture;
}
_isSelect = value;
}
}
public TextureRect? BackgroundTextureRect => _backgroundTextureRect;
/// <summary>
/// <para>Whether the item in this node is empty</para>
/// <para>此节点内的物品是否为空的</para>
/// </summary>
/// <returns>
///<para>Return true if the number of items is 0 or the item object does not exist</para>
///<para>当物品数量为0或物品对象不存在时返回true</para>
/// </returns>
public bool IsEmpty()
{
if (_item == null || _item.Quantity == 0)
{
return true;
}
return false;
}
/// <summary>
/// <para>Update all displays of this slot</para>
/// <para>更新该槽位的一切显示信息</para>
/// </summary>
private void UpdateAllDisplay()
{
UpdateIconTexture();
UpdateQuantityLabel();
UpdateTooltipText();
}
/// <summary>
/// <para>Update item tips</para>
/// <para>更新物品的提示内容</para>
/// </summary>
private void UpdateTooltipText()
{
if (_item == null)
{
TooltipText = null;
return;
}
if (Config.IsDebug())
{
var debugText = TranslationServerUtils.Translate("item_prompt_debug");
if (debugText != null)
{
TooltipText = string.Format(debugText, _item.Id,
TranslationServerUtils.Translate(_item.Name),
_item.Quantity, _item.MaxQuantity, _item.GetType().Name,
TranslationServerUtils.Translate(_item.Description));
}
}
else
{
TooltipText = TranslationServerUtils.Translate(_item.Name) + "\n" +
TranslationServerUtils.Translate(_item.Description);
}
}
/// <summary>
/// <para>Update quantity label</para>
/// <para>更新数量标签</para>
/// </summary>
private void UpdateQuantityLabel()
{
if (_quantityLabel == null)
{
return;
}
switch (_item?.Quantity)
{
case null or 1:
_quantityLabel.Hide();
return;
default:
//When the quantity is not null or 1, we display the quantity.
//当数量不为null或1时我们显示数量
_quantityLabel.Text = _item?.Quantity.ToString();
_quantityLabel.Show();
break;
}
}
/// <summary>
/// <para>Update texture of the icon rect</para>
/// <para>更新显示的物品图标</para>
/// </summary>
private void UpdateIconTexture()
{
if (_iconTextureRect != null)
{
_iconTextureRect.Texture = _item?.Icon;
}
}
public bool CanAddItem(IItem item)
{
if (!BackpackAllowed && item is Packsack)
{
//如果禁止放置背包,且新物品是背包
return false;
}
if (_item == null)
{
//If there is no item in the current item slot, it is allowed to add.
//如果当前物品槽内没物品,那么允许添加。
return true;
}
if (item.Id != _item.Id)
{
//If the item ID you want to add is different from the current item ID, disable.
//如果要添加的物品ID和当前的物品ID不一样那么禁止。
return false;
}
var newQuantity = item.Quantity + _item.Quantity;
if (newQuantity > _item.MaxQuantity)
{
//The maximum number is exceeded and items cannot be added.
//超过了最大数量,无法添加物品。
return false;
}
return true;
}
/// <summary>
/// <para>Remove items from the item slot</para>
/// <para>从物品槽内移除物品</para>
/// </summary>
/// <param name="number">
///<para>number(Less than 0, remove all items)</para>
///<para>物品数量(小于0则移除全部物品)</para>
/// </param>
/// <returns>
///<para>How many items were actually removed</para>
///<para>实际移除了多少个物品</para>
/// </returns>
public int RemoveItem(int number)
{
if (_item == null)
{
return 0;
}
//The number of actual removals
//实际移除的数量
var removeNumber = number < 0 ? _item.Quantity : number;
_item.Quantity -= removeNumber;
if (_item.Quantity <= 0)
{
ClearItem();
}
return removeNumber;
}
public bool AddItem(IItem item)
{
if (_item == null)
{
Item = item;
return true;
}
var newQuantity = item.Quantity + _item.Quantity;
_item.Quantity = Math.Min(newQuantity, _item.MaxQuantity);
if (item is Node2D node2D)
{
node2D.QueueFree();
}
UpdateQuantityLabel();
return true;
}
}