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using ColdMint.scripts.character ;
using ColdMint.scripts.inventory ;
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using ColdMint.scripts.loader.uiLoader ;
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using ColdMint.scripts.map.miniMap ;
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using ColdMint.scripts.utils ;
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using Godot ;
namespace ColdMint.scripts ;
/// <summary>
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/// <para>Dependencies on the runtime of the game scene</para>
/// <para>游戏场景运行时的依赖</para>
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/// </summary>
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public static class GameSceneDepend
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{
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/// <summary>
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/// <para>MiniMap</para>
/// <para>迷你地图</para>
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/// </summary>
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public static MiniMap ? MiniMap { get ; set ; }
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private static Player ? _player ;
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/// <summary>
/// <para>Player instances within the game scene</para>
/// <para>游戏场景内的玩家实例</para>
/// </summary>
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public static Player ? Player
{
get = > _player ;
set
{
_player = value ;
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if ( MiniMap ! = null )
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{
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MiniMap . OwnerNode = _player ;
}
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}
}
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/// <summary>
/// <para>When the mouse enters the scope of a character, it is considered a target</para>
/// <para>鼠标进入到某个角色的范围内时,会将其视作目标</para>
/// </summary>
public static Node2D ? TemporaryTargetNode { get ; set ; }
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/// <summary>
/// <para>MiniMapContainerNode</para>
/// <para>迷你地图容器节点</para>
/// </summary>
public static Node2D ? MiniMapContainerNode { get ; set ; }
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/// <summary>
/// <para>ProjectileContainer</para>
/// <para>抛射体容器</para>
/// </summary>
public static Node2D ? ProjectileContainer { get ; set ; }
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/// <summary>
/// <para>WeaponContainer</para>
/// <para>武器容器</para>
/// </summary>
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public static Node2D ? WeaponContainer { get ; set ; }
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/// <summary>
/// <para>PacksackContainer</para>
/// <para>背包容器</para>
/// </summary>
public static Node2D ? PacksackContainer { get ; set ; }
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/// <summary>
/// <para>PlayerContainer</para>
/// <para>玩家容器</para>
/// </summary>
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public static Node2D ? PlayerContainer { get ; set ; }
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/// <summary>
/// <para>AICharacterContainer</para>
/// <para>AICharacter角色</para>
/// </summary>
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public static Node2D ? AiCharacterContainer { get ; set ; }
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/// <summary>
/// <para>HotBar</para>
/// <para>快捷栏</para>
/// </summary>
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public static HotBar ? HotBar { get ; set ; }
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/// <summary>
/// <para>Health Bar UI</para>
/// <para>健康条UI</para>
/// </summary>
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public static HealthBarUi ? HealthBarUi { get ; set ; }
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/// <summary>
/// <para>operation tip</para>
/// <para>操作提示</para>
/// </summary>
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public static RichTextLabel ? OperationTipLabel { get ; set ; }
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/// <summary>
/// <para>BackpackUiContainer</para>
/// <para>背包Ui容器</para>
/// </summary>
/// <remarks>
///<para>The knapsack Ui container houses the container of the knapsack ui node. When a user uses a backpack, the node to which his backpack is attached is displayed from within the backpack ui container.</para>
///<para>背包Ui容器内存放的是背包ui节点的容器。当用户使用背包时, 会从背包ui容器内将其背包对于的节点展示出来。</para>
/// </remarks>
public static Control ? BackpackUiContainer { get ; set ; }
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/// <summary>
/// <para>Hide the knapsack node in the knapsack Ui if the knapsack UI is displayed</para>
/// <para>如果背包Ui处于显示状态, 那么隐藏背包UI内的背包节点</para>
/// </summary>
public static void HideBackpackUiContainerIfVisible ( )
{
if ( BackpackUiContainer = = null )
{
return ;
}
if ( ! BackpackUiContainer . Visible )
{
return ;
}
NodeUtils . ForEachNode < PacksackUi > ( BackpackUiContainer , node = >
{
//If the child node is not visible, the traversal continues.
//如果子节点不可见,则继续遍历。
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if ( ! node . Visible )
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return false ;
//Until you find a visible node, hide it, and return true, ending the loop.
//直到找到可见的节点, 隐藏该节点, 然后返回true, 结束遍历。
node . Hide ( ) ;
return true ;
} ) ;
}
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}