Traveller/scripts/GameSceneDepend.cs

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using ColdMint.scripts.character;
using ColdMint.scripts.inventory;
using ColdMint.scripts.map.miniMap;
using ColdMint.scripts.utils;
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using Godot;
namespace ColdMint.scripts;
/// <summary>
/// <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>
public static class GameSceneDepend
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{
/// <summary>
/// <para>MiniMap</para>
/// <para>迷你地图</para>
/// </summary>
public static MiniMap? MiniMap { get; set; }
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>
public static Player? Player
{
get => _player;
set
{
_player = value;
if (MiniMap != null)
{
MiniMap.OwnerNode = _player;
}
}
}
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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; }
/// <summary>
/// <para>ProjectileContainer</para>
/// <para>抛射体容器</para>
/// </summary>
public static Node2D? ProjectileContainer { get; set; }
/// <summary>
/// <para>MagicContainer</para>
/// <para>法术容器</para>
/// </summary>
public static Node2D? MagicContainer { get; set; }
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/// <summary>
/// <para>WeaponContainer</para>
/// <para>武器容器</para>
/// </summary>
public static Node2D? WeaponContainer { get; set; }
/// <summary>
/// <para>PacksackContainer</para>
/// <para>背包容器</para>
/// </summary>
public static Node2D? PacksackContainer { get; set; }
/// <summary>
/// <para>PlayerContainer</para>
/// <para>玩家容器</para>
/// </summary>
public static Node2D? PlayerContainer { get; set; }
/// <summary>
/// <para>AICharacterContainer</para>
/// <para>AICharacter角色</para>
/// </summary>
public static Node2D? AiCharacterContainer { get; set; }
/// <summary>
/// <para>HotBar</para>
/// <para>快捷栏</para>
/// </summary>
public static HotBar? HotBar { get; set; }
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/// <summary>
/// <para>Health Bar UI</para>
/// <para>健康条UI</para>
/// </summary>
public static HealthBarUi? HealthBarUi { get; set; }
/// <summary>
/// <para>operation tip</para>
/// <para>操作提示</para>
/// </summary>
public static RichTextLabel? OperationTipLabel { get; set; }
/// <summary>
/// <para>DynamicUiGroup</para>
/// <para>动态生成的Ui组</para>
/// </summary>
/// <remarks>
///<para>Dynamically generated Ui objects will be placed under this node</para>
///<para>动态生成的Ui对象将放置在此节点下</para>
/// </remarks>
public static UiGroup? DynamicUiGroup { get; set; }
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}