Traveller/scripts/inventory/HotBar.cs

302 lines
8.0 KiB
C#
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using System.Collections.Generic;
using System.Linq;
using ColdMint.scripts.debug;
using ColdMint.scripts.utils;
using ColdMint.scripts.weapon;
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using Godot;
namespace ColdMint.scripts.inventory;
/// <summary>
/// <para>HotBar</para>
/// <para>快捷物品栏</para>
/// </summary>
public partial class HotBar : HBoxContainer, IItemContainer
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{
private PackedScene _itemSlotPackedScene;
private List<ItemSlotNode> _itemSlotNodes;
private int selectIndex = 0;
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public override void _Ready()
{
base._Ready();
NodeUtils.DeleteAllChild(this);
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_itemSlotNodes = new List<ItemSlotNode>();
_itemSlotPackedScene = GD.Load<PackedScene>("res://prefab/ui/ItemSlot.tscn");
for (var i = 0; i < Config.HotBarSize; i++)
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{
AddItemSlot(i);
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}
}
public override void _Process(double delta)
{
base._Process(delta);
if (Input.IsActionJustPressed("hotbar_next"))
{
var count = _itemSlotNodes.Count;
if (count == 0)
{
return;
}
//Mouse wheel down
//鼠标滚轮向下
var oldSelectIndex = selectIndex;
selectIndex++;
if (selectIndex >= count)
{
selectIndex = 0;
}
SelectItemSlot(oldSelectIndex, selectIndex);
}
if (Input.IsActionJustPressed("hotbar_previous"))
{
var count = _itemSlotNodes.Count;
if (count == 0)
{
return;
}
//Mouse wheel up
//鼠标滚轮向上
var oldSelectIndex = selectIndex;
selectIndex--;
if (selectIndex < 0)
{
selectIndex = count - 1;
}
SelectItemSlot(oldSelectIndex, selectIndex);
}
if (Input.IsActionJustPressed("hotbar_1"))
{
SelectItemSlotByHotBarShortcutKey(0);
}
if (Input.IsActionJustPressed("hotbar_2"))
{
SelectItemSlotByHotBarShortcutKey(1);
}
if (Input.IsActionJustPressed("hotbar_3"))
{
SelectItemSlotByHotBarShortcutKey(2);
}
if (Input.IsActionJustPressed("hotbar_4"))
{
SelectItemSlotByHotBarShortcutKey(3);
}
if (Input.IsActionJustPressed("hotbar_5"))
{
SelectItemSlotByHotBarShortcutKey(4);
}
if (Input.IsActionJustPressed("hotbar_6"))
{
SelectItemSlotByHotBarShortcutKey(5);
}
if (Input.IsActionJustPressed("hotbar_7"))
{
SelectItemSlotByHotBarShortcutKey(6);
}
if (Input.IsActionJustPressed("hotbar_8"))
{
SelectItemSlotByHotBarShortcutKey(7);
}
if (Input.IsActionJustPressed("hotbar_9"))
{
SelectItemSlotByHotBarShortcutKey(8);
}
}
/// <summary>
/// <para>Select the HotBar project using the shortcut keys</para>
/// <para>通过快捷键选择HotBar项目</para>
/// </summary>
/// <para>The Pc version of the shortcut key index is 0-9</para>
/// <para>Pc版本的快捷键索引为0-9</para>
/// <param name="shortcutKeyIndex"></param>
private void SelectItemSlotByHotBarShortcutKey(int shortcutKeyIndex)
{
var count = _itemSlotNodes.Count;
if (count == 0)
{
//Prevents the dividend from being 0
//防止被除数为0
return;
}
var newIndex = shortcutKeyIndex % count;
SelectItemSlot(selectIndex, newIndex);
selectIndex = newIndex;
}
/// <summary>
/// <para>Removes an item from the currently selected inventory</para>
/// <para>移除当前选中的物品栏内的物品</para>
/// </summary>
/// <param name="number"></param>
/// <returns></returns>
public bool RemoveItemFromItemSlotBySelectIndex(int number)
{
return RemoveItemFromItemSlot(selectIndex, number);
}
/// <summary>
/// <para>Remove items from the item slot</para>
/// <para>从物品槽内移除物品</para>
/// </summary>
/// <param name="itemSlotIndex">
///<para>When this number is greater than the number of item slots, residual filtering is used.</para>
///<para>当此数量大于物品槽的数量时,会使用余数筛选。</para>
/// </param>
public bool RemoveItemFromItemSlot(int itemSlotIndex, int number)
{
var count = _itemSlotNodes.Count;
if (count == 0)
{
//Prevents the dividend from being 0
//防止被除数为0
return false;
}
var newIndex = itemSlotIndex % count;
var itemSlot = _itemSlotNodes[newIndex];
return itemSlot.RemoveItem(number);
}
/// <summary>
/// <para>Select an item slot</para>
/// <para>选中某个物品槽</para>
/// </summary>
private void SelectItemSlot(int oldSelectIndex, int newSelectIndex)
{
_itemSlotNodes[oldSelectIndex].IsSelect = false;
_itemSlotNodes[newSelectIndex].IsSelect = true;
var oldItem = _itemSlotNodes[oldSelectIndex].GetItem();
if (oldItem != null && oldItem is Node2D oldNode2D)
{
oldNode2D.ProcessMode = ProcessModeEnum.Disabled;
oldNode2D.Hide();
}
var item = _itemSlotNodes[newSelectIndex].GetItem();
if (item == null)
{
if (GameSceneNodeHolder.Player != null)
{
GameSceneNodeHolder.Player.CurrentItem = null;
}
}
else
{
if (item is Node2D node2D)
{
node2D.ProcessMode = ProcessModeEnum.Inherit;
node2D.Show();
if (GameSceneNodeHolder.Player != null)
{
GameSceneNodeHolder.Player.CurrentItem = node2D;
}
}
else
{
if (GameSceneNodeHolder.Player != null)
{
GameSceneNodeHolder.Player.CurrentItem = null;
}
}
}
}
public bool CanAddItem(IItem item)
{
return Matching(item) != null;
}
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/// <summary>
/// <para>Add an item to the HotBar</para>
/// <para>在HotBar内添加一个物品</para>
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool AddItem(IItem item)
{
var itemSlotNode = Matching(item);
if (itemSlotNode == null)
{
return false;
}
else
{
return itemSlotNode.SetItem(item);
}
}
public ItemSlotNode? GetSelectItemSlotNode()
{
if (_itemSlotNodes.Count == 0)
{
return null;
}
if (selectIndex < _itemSlotNodes.Count)
{
//Prevent subscripts from going out of bounds.
//防止下标越界。
return _itemSlotNodes[selectIndex];
}
return null;
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}
public ItemSlotNode? Matching(IItem item)
{
if (_itemSlotNodes.Count == 0)
{
return null;
}
foreach (var itemSlotNode in _itemSlotNodes)
{
if (itemSlotNode.CanSetItem(item))
{
//If there is an item slot to put this item in, then we return it.
//如果有物品槽可放置此物品,那么我们返回它。
return itemSlotNode;
}
}
return null;
}
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/// <summary>
/// <para>Add items tank</para>
/// <para>添加物品槽</para>
/// </summary>
private void AddItemSlot(int index)
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{
var itemSlotNode = _itemSlotPackedScene.Instantiate() as ItemSlotNode;
if (itemSlotNode == null)
{
return;
}
AddChild(itemSlotNode);
itemSlotNode.IsSelect = index == selectIndex;
_itemSlotNodes.Add(itemSlotNode);
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}
}