2024-06-12 17:18:55 +00:00
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using System;
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using System.Collections.Generic;
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using System.Linq;
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2024-06-12 13:33:29 +00:00
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using ColdMint.scripts.character;
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2024-06-12 17:18:55 +00:00
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using ColdMint.scripts.item;
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2024-06-12 13:33:29 +00:00
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using ColdMint.scripts.utils;
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2024-06-12 17:18:55 +00:00
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2024-06-12 13:33:29 +00:00
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using Godot;
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namespace ColdMint.scripts.inventory;
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/// <summary>
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/// <para>UniversalItemContainer</para>
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/// <para>通用的物品容器</para>
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/// </summary>
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public class UniversalItemContainer : IItemContainer
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{
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private readonly PackedScene? _itemSlotPackedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
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private readonly List<ItemSlotNode>? _itemSlotNodes = new();
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/// <summary>
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/// <para>Character</para>
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/// <para>角色</para>
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/// </summary>
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public CharacterTemplate? CharacterTemplate { get; set; }
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/// <summary>
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/// <para>UnknownIndex</para>
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/// <para>未知位置</para>
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/// </summary>
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private const int UnknownIndex = -1;
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//_selectIndex默认为0.
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private int _selectIndex;
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public bool CanAddItem(IItem item)
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{
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return Match(item) != null;
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}
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public bool AddItem(IItem item)
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{
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var itemSlotNode = Match(item);
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if (itemSlotNode == null)
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{
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return false;
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}
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return itemSlotNode.AddItem(item);
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}
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public bool AddItemStack(IItemStack itemStack)
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{
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while (true)
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{
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var itemSlotNode = Match(itemStack);
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if (itemSlotNode == null)
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return false;
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if (itemSlotNode.AddItemStack(itemStack))
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return true;
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}
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}
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public int GetSelectIndex()
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{
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return _selectIndex;
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}
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public ItemSlotNode? GetSelectItemSlotNode()
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{
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if (_itemSlotNodes == null || _itemSlotNodes.Count == 0)
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{
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return null;
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}
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if (_selectIndex < _itemSlotNodes.Count)
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{
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//Prevent subscripts from going out of bounds.
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//防止下标越界。
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return _itemSlotNodes[_selectIndex];
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}
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return null;
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}
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public IItem? PickItemFromItemSlotBySelectIndex() => PickItemFromItemSlot(_selectIndex);
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public IItemStack? PickItemsFromItemSlotBySelectIndex(int value) => PickItemsFromItemSlot(_selectIndex, value);
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public int RemoveItemFromItemSlotBySelectIndex(int number) => RemoveItemFromItemSlot(_selectIndex, number);
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public int GetItemSlotCount()
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{
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if (_itemSlotNodes == null)
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{
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return 0;
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}
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return _itemSlotNodes.Count;
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}
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public ItemSlotNode? GetItemSlotNode(int index)
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{
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if (_itemSlotNodes == null)
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{
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return null;
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}
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var safeIndex = GetSafeIndex(index);
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return _itemSlotNodes[safeIndex];
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}
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public IItem? PickItemFromItemSlot(int itemSlotIndex)
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{
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if (_itemSlotNodes == null) return null;
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var safeIndex = GetSafeIndex(itemSlotIndex);
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if (safeIndex == UnknownIndex)
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{
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return null;
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}
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var itemSlot = _itemSlotNodes[safeIndex];
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return itemSlot.PickItem();
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}
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public IItemStack? PickItemsFromItemSlot(int itemSlotIndex, int value)
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{
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if (_itemSlotNodes == null) return null;
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var safeIndex = GetSafeIndex(itemSlotIndex);
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if (safeIndex == UnknownIndex)
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{
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return null;
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}
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var itemSlot = _itemSlotNodes[safeIndex];
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return itemSlot.PickItems(value);
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}
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public int RemoveItemFromItemSlot(int itemSlotIndex, int number)
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{
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if (_itemSlotNodes == null) return number;
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var safeIndex = GetSafeIndex(itemSlotIndex);
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if (safeIndex == UnknownIndex)
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{
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return number;
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}
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var itemSlot = _itemSlotNodes[safeIndex];
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return itemSlot.RemoveItem(number);
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}
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public ItemSlotNode? Match(IItem item)
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{
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//Find and return the first slot that can hold this item, if the list is null or not found, return null
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//寻找并返回第一个遇到的可放置此物品的物品槽,若列表为空或不存在,将返回null
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return _itemSlotNodes?.FirstOrDefault(itemSlotNode => itemSlotNode.CanAddItem(item));
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}
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public ItemSlotNode? Match(IItemStack stack)
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{
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return _itemSlotNodes?.FirstOrDefault(itemSlotNode => itemSlotNode.CanAddItem(stack.GetItem()!));
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}
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public ItemSlotNode? Match(Func<IItemStack?, bool> predicate)
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{
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return _itemSlotNodes?.FirstOrDefault(node => predicate(node.GetItemStack()));
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}
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public IEnumerable<ItemSlotNode> MatchAll(Func<IItemStack?, bool> predicate)
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{
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return from node in _itemSlotNodes where predicate(node.GetItemStack()) select node;
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}
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/// <summary>
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/// <para>Gets a secure subscript index</para>
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/// <para>获取安全的下标索引</para>
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/// </summary>
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/// <param name="itemSlotIndex"></param>
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/// <returns>
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/// <para>-1 is returned on failure, and the index that does not result in an out-of-bounds subscript is returned on success</para>
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/// <para>失败返回-1,成功返回不会导致下标越界的索引</para>
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/// </returns>
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private int GetSafeIndex(int itemSlotIndex)
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{
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if (_itemSlotNodes == null)
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{
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return UnknownIndex;
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}
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var count = _itemSlotNodes.Count;
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if (count == 0)
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{
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//Prevents the dividend from being 0
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//防止被除数为0
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return UnknownIndex;
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}
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return itemSlotIndex % count;
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}
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/// <summary>
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/// <para>Add items tank</para>
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/// <para>添加物品槽</para>
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/// </summary>
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public void AddItemSlot(Node rootNode, int index)
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{
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if (_itemSlotNodes == null || _itemSlotPackedScene == null)
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{
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return;
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}
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var itemSlotNode = NodeUtils.InstantiatePackedScene<ItemSlotNode>(_itemSlotPackedScene, rootNode);
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if (itemSlotNode == null)
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{
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return;
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}
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itemSlotNode.IsSelect = index == _selectIndex;
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_itemSlotNodes.Add(itemSlotNode);
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}
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public void SelectTheNextItemSlot()
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{
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if (_itemSlotNodes == null)
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{
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return;
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}
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var count = _itemSlotNodes.Count;
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if (count == 0)
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{
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return;
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}
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var oldSelectIndex = _selectIndex;
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var newSelectIndex = _selectIndex + 1;
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if (newSelectIndex >= count)
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{
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newSelectIndex = 0;
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}
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PrivateSelectItemSlot(oldSelectIndex, newSelectIndex);
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}
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public void SelectThePreviousItemSlot()
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{
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if (_itemSlotNodes == null)
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{
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return;
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}
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var count = _itemSlotNodes.Count;
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if (count == 0)
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{
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return;
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}
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var oldSelectIndex = _selectIndex;
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var newSelectIndex = _selectIndex - 1;
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if (newSelectIndex < 0)
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{
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newSelectIndex = count - 1;
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}
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PrivateSelectItemSlot(oldSelectIndex, newSelectIndex);
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}
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public void SelectItemSlot(int newSelectIndex)
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{
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if (newSelectIndex == _selectIndex)
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{
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return;
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}
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var safeIndex = GetSafeIndex(newSelectIndex);
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if (safeIndex == UnknownIndex)
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{
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return;
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}
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PrivateSelectItemSlot(_selectIndex, newSelectIndex);
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}
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/// <summary>
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/// <para>Select an item slot</para>
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/// <para>选中某个物品槽</para>
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/// </summary>
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private void PrivateSelectItemSlot(int oldSelectIndex, int newSelectIndex)
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{
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if (oldSelectIndex == newSelectIndex)
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{
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return;
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}
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if (_itemSlotNodes == null)
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{
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return;
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}
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_itemSlotNodes[oldSelectIndex].IsSelect = false;
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_itemSlotNodes[newSelectIndex].IsSelect = true;
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var oldItem = _itemSlotNodes[oldSelectIndex].GetItem();
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if (oldItem is Node2D oldNode2D)
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{
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oldNode2D.ProcessMode = Node.ProcessModeEnum.Disabled;
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oldNode2D.Hide();
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}
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var item = _itemSlotNodes[newSelectIndex].GetItem();
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switch (item)
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{
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case null:
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{
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if (CharacterTemplate != null)
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{
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CharacterTemplate.CurrentItem = null;
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}
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break;
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}
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case Node2D node2D:
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{
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node2D.ProcessMode = Node.ProcessModeEnum.Inherit;
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node2D.Show();
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|
if (CharacterTemplate != null)
|
|
|
|
|
{
|
|
|
|
|
CharacterTemplate.CurrentItem = node2D;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
default:
|
|
|
|
|
{
|
|
|
|
|
if (CharacterTemplate != null)
|
|
|
|
|
{
|
|
|
|
|
CharacterTemplate.CurrentItem = null;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
_selectIndex = newSelectIndex;
|
|
|
|
|
}
|
|
|
|
|
}
|