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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
{
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private IItem ? _item ;
private TextureRect _backgroundTextureRect ;
private TextureRect _iconTextureRect ;
private Label _quantityLabel ;
private Control _control ;
private bool _isSelect ;
private Texture2D _backgroundTexture ;
private Texture2D _backgroundTextureWhenSelect ;
public bool IsSelect
{
get = > _isSelect ;
set
{
if ( value )
{
_backgroundTextureRect . Texture = _backgroundTextureWhenSelect ;
}
else
{
_backgroundTextureRect . Texture = _backgroundTexture ;
}
_isSelect = value ;
}
}
public TextureRect BackgroundTextureRect = > _backgroundTextureRect ;
/// <summary>
/// <para>Get the items in the item slot</para>
/// <para>获取物品槽内的物品</para>
/// </summary>
/// <returns></returns>
public IItem ? GetItem ( )
{
return _item ;
}
/// <summary>
/// <para>Removes the specified number of items from the item slot</para>
/// <para>在物品槽内移除指定数量的物品</para>
/// </summary>
/// <param name="number"></param>
/// <returns></returns>
public bool RemoveItem ( int number )
{
if ( _item = = null )
{
return false ;
}
var newNumber = _item . Quantity - number ;
if ( newNumber < = 0 )
{
//If the specified number of items is removed, the number of items is less than or equal to 0. Then we return the removal successful and empty the inventory.
//如果移除指定数量的物品后, 物品数量小于或等于0。那么我们返回移除成功, 并清空物品栏。
ClearItem ( ) ;
return true ;
}
else
{
_item . Quantity = newNumber ;
UpdateTooltipText ( _item ) ;
UpdateQuantityLabel ( _item . Quantity ) ;
return true ;
}
}
/// <summary>
/// <para>Empty the items in the item slot</para>
/// <para>清空物品槽内的物品</para>
/// </summary>
/// <remarks>
///<para>This method does not calculate how many items should be left. If you want to remove a specified number of items, call the RemoveItem method.</para>
///<para>此方法不会计算物品应该剩余多少个。若您希望移除指定数量的物品, 请调用RemoveItem方法。</para>
/// </remarks>
public void ClearItem ( )
{
_item = null ;
_iconTextureRect . Texture = null ;
_control . TooltipText = null ;
_quantityLabel . Visible = false ;
}
/// <summary>
/// <para>Can the specified item be placed in the item slot?</para>
/// <para>指定的物品是否可设置在物品槽内?</para>
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool CanSetItem ( IItem item )
{
if ( _item = = null )
{
return true ;
}
//This inventory already has items, but the items in this inventory are not the same as the incoming items
//这个物品栏已经有物品了,但是这个物品栏的物品和传入的物品不一样
if ( _item . Id ! = item . Id )
{
return false ;
}
var newQuantity = _item . Quantity + item . Quantity ;
if ( newQuantity > item . MaxStackQuantity )
{
//If the amount of the current item exceeds the maximum stack amount after placing it in this inventory
//如果将当前物品放置到这个物品栏后,数量超过了最大叠加数量
return false ;
}
return true ;
}
/// <summary>
/// <para>Sets items for the item slot</para>
/// <para>为物品槽设置物品</para>
/// </summary>
/// <param name="item"></param>
/// <returns></returns>
public bool SetItem ( IItem item )
{
if ( ! CanSetItem ( item ) )
{
return false ;
}
if ( _item = = null )
{
if ( item . Icon ! = null )
{
_iconTextureRect . Texture = item . Icon ;
}
_item = item ;
UpdateTooltipText ( item ) ;
UpdateQuantityLabel ( item . Quantity ) ;
return true ;
}
else
{
var newQuantity = _item . Quantity + item . Quantity ;
_item . Quantity = newQuantity ;
UpdateTooltipText ( item ) ;
UpdateQuantityLabel ( newQuantity ) ;
return true ;
}
}
/// <summary>
/// <para>Update item tips</para>
/// <para>更新物品的提示内容</para>
/// </summary>
/// <param name="item"></param>
private void UpdateTooltipText ( IItem item )
{
if ( Config . IsDebug ( ) )
{
_control . TooltipText = string . Format ( TranslationServer . Translate ( "item_prompt_debug" ) , item . Id ,
TranslationServer . Translate ( item . Name ) ,
item . Quantity , item . MaxStackQuantity , item . GetType ( ) . Name ,
TranslationServer . Translate ( item . Description ) ) ;
}
else
{
_control . TooltipText = TranslationServer . Translate ( item . Name ) + "\n" +
TranslationServer . Translate ( item . Description ) ;
}
}
/// <summary>
/// <para>Update quantity label</para>
/// <para>更新数量标签</para>
/// </summary>
/// <param name="quantity"></param>
private void UpdateQuantityLabel ( int? quantity )
{
switch ( quantity )
{
case null :
_quantityLabel . Visible = false ;
return ;
case > 1 :
//When the quantity is greater than 1, we display the quantity.
//当数量大于1时, 我们显示数量
_quantityLabel . Text = quantity . ToString ( ) ;
_quantityLabel . Visible = true ;
break ;
default :
_quantityLabel . Visible = false ;
break ;
}
}
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/CenterContainer/IconTextureRect" ) ;
_quantityLabel = GetNode < Label > ( "Control/QuantityLabel" ) ;
_control = GetNode < Control > ( "Control" ) ;
_quantityLabel . Visible = false ;
}
}