Traveller/scripts/pickable/PickAbleTemplate.cs

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using System;
using ColdMint.scripts.inventory;
using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.pickable;
/// <summary>
/// <para>Templates for all fallen objects</para>
/// <para>所有掉落物的模板</para>
/// </summary>
public partial class PickAbleTemplate : RigidBody2D, IItem
{
public int Index { get; set; }
//Do not export this field because the ID is specified within yaml.
//不要导出此字段因为ID是在yaml内指定的。
public virtual string Id { get; set; } = "ID";
[Export] protected Texture2D? UniqueIcon { get; set; }
public void ShowSelf()
{
Show();
}
public void QueueFreeSelf()
{
QueueFree();
}
public void HideSelf()
{
Hide();
}
public Texture2D Icon => UniqueIcon ?? ItemTypeManager.DefaultIconOf(Id);
public new string Name
{
get
{
var key = $"item_{Id}";
return TranslationServerUtils.Translate(key) ?? key;
}
}
/// <summary>
/// <para>Owner</para>
/// <para>主人</para>
/// </summary>
public new Node2D? Owner { get; set; }
public string Description
{
get
{
var key = $"item_{Id}_desc";
return TranslationServerUtils.Translate(key) ?? key;
}
}
public int Quantity { get; set; } = 1;
/// <summary>
/// <para>Whether the item is currently picked up</para>
/// <para>当前物品是否被捡起了</para>
/// </summary>
public bool Picked { get; set; }
public int MaxQuantity { get; set; } = 1;
public virtual int ItemType
{
get => Config.ItemType.Unknown;
}
private bool _isSelected;
public bool IsSelect
{
get => _isSelected;
set
{
if (_isSelected == value)
{
return;
}
_isSelected = value;
OnSelectChange(value);
}
}
public IItemContainer? ItemContainer { get; set; }
public IItemContainer? SelfItemContainer { get; set; }
private Label? _tipLabel;
/// <summary>
/// <para></para>
/// <para>当选中状态发生改变时</para>
/// </summary>
/// <param name="isSelected"></param>
protected virtual void OnSelectChange(bool isSelected)
{
}
public IItem? CreateItem(int number)
{
if (number == 0)
{
return null;
}
var duplicate = Duplicate();
if (duplicate is PickAbleTemplate pickAbleTemplate)
{
pickAbleTemplate.CopyAttributes(this);
}
if (duplicate is not Node2D newNode2D)
{
return null;
}
newNode2D.GlobalPosition = GlobalPosition;
if (duplicate is not IItem newItem)
{
duplicate.QueueFree();
return null;
}
if (number < 0)
{
newItem.Quantity = Quantity;
}
else
{
newItem.Quantity = Math.Min(Quantity, number);
}
return newItem;
}
public int MergeableItemCount(IItem other, int unallocatedQuantity)
{
var freeQuantity = MaxQuantity - Quantity;
if (freeQuantity == 0)
{
return 0;
}
if (other.Id != Id)
{
return 0;
}
return Math.Min(freeQuantity, unallocatedQuantity);
}
public virtual bool Use(Node2D? owner, Vector2 targetGlobalPosition)
{
return false;
}
public virtual void OnThrow(Vector2 velocity)
{
}
private CollisionShape2D? _collisionShape2D;
/// <summary>
/// <para>Whether the resource has been loaded</para>
/// <para>是否已加载过资源了</para>
/// </summary>
private bool _loadedResource;
public override void _Ready()
{
LoadResource();
}
public virtual void LoadResource()
{
if (_loadedResource)
{
return;
}
_tipLabel = GetNodeOrNull<Label>("TipLabel");
_collisionShape2D = GetNode<CollisionShape2D>("CollisionShape2D");
InputPickable = true;
SetCollisionMaskValue(Config.LayerNumber.Wall, true);
SetCollisionMaskValue(Config.LayerNumber.Platform, true);
SetCollisionMaskValue(Config.LayerNumber.Floor, true);
SetCollisionMaskValue(Config.LayerNumber.Barrier, true);
_loadedResource = true;
}
public override void _MouseEnter()
{
if (Picked)
{
return;
}
if (_tipLabel == null)
{
return;
}
_tipLabel.Visible = true;
_tipLabel.Text = Name;
//Vertical Centering Tip
//垂直居中提示
var oldPosition = _tipLabel.Position;
oldPosition.X = -_tipLabel.Size.X / 2;
_tipLabel.Rotation = -Rotation;
_tipLabel.Position = oldPosition;
}
public override void _MouseExit()
{
if (_tipLabel == null)
{
return;
}
_tipLabel.Visible = false;
}
/// <summary>
/// <para>Flip item</para>
/// <para>翻转物品</para>
/// </summary>
/// <param name="facingLeft"></param>
public void Flip(bool facingLeft)
{
}
/// <summary>
/// <para>Collision forbidden shape</para>
/// <para>禁用碰撞形状</para>
/// </summary>
/// <remarks>
///<para>Prevents pickables from blocking projectiles.</para>
///<para>防止可拾捡物阻挡抛射体。</para>
/// </remarks>
public void DisabledCollisionShape2D()
{
if (_collisionShape2D != null)
{
_collisionShape2D.Disabled = true;
}
}
/// <summary>
/// <para>EnabledCollisionShape2D</para>
/// <para>启用碰撞形状</para>
/// </summary>
public void EnabledCollisionShape2D()
{
if (_collisionShape2D != null)
{
_collisionShape2D.Disabled = false;
}
}
/// <summary>
/// <para>Please copy node properties within this function</para>
/// <para>请在此函数内复制节点属性</para>
/// </summary>
/// <param name="originalNode"></param>
public void CopyAttributes(Node originalNode)
{
if (originalNode is not PickAbleTemplate originalPickAbleTemplate)
{
return;
}
Id = originalPickAbleTemplate.Id;
SelfItemContainer = originalPickAbleTemplate.SelfItemContainer;
}
}