2024-04-28 13:55:19 +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>A slot in the inventory</para>
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/// <para>物品栏内的一个插槽</para>
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/// </summary>
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public partial class ItemSlotNode : MarginContainer
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{
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2024-05-02 08:28:22 +00:00
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private IItem? _item;
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private TextureRect _backgroundTextureRect;
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private TextureButton _iconTextureRect;
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private Label _quantityLabel;
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private Control _control;
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2024-04-28 13:55:19 +00:00
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2024-05-02 08:28:22 +00:00
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/// <summary>
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/// <para>Sets items for the item slot</para>
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/// <para>为物品槽设置物品</para>
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/// </summary>
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/// <param name="item"></param>
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/// <returns></returns>
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public bool SetItem(IItem item)
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{
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if (_item == null)
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{
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if (item.Icon != null)
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{
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_iconTextureRect.TextureNormal = item.Icon;
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}
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2024-04-28 13:55:19 +00:00
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2024-05-02 08:28:22 +00:00
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_item = item;
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UpdateTooltipText(item);
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UpdateQuantityLabel(item.Quantity);
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return true;
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}
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else
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{
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//This inventory already has items, but the items in this inventory are not the same as the incoming items
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//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
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if (_item.Id != item.Id)
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{
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return false;
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}
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2024-04-28 13:55:19 +00:00
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2024-05-02 08:28:22 +00:00
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var newQuantity = _item.Quantity + item.Quantity;
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if (newQuantity > item.MaxStackQuantity)
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{
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//If the amount of the current item exceeds the maximum stack amount after placing it in this inventory
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//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
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return false;
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}
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2024-04-28 13:55:19 +00:00
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2024-05-02 08:28:22 +00:00
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_item.Quantity = newQuantity;
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UpdateTooltipText(item);
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UpdateQuantityLabel(newQuantity);
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return true;
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}
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}
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2024-04-28 13:55:19 +00:00
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2024-05-02 08:28:22 +00:00
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/// <summary>
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/// <para>Update item tips</para>
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/// <para>更新物品的提示内容</para>
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/// </summary>
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/// <param name="item"></param>
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private void UpdateTooltipText(IItem item)
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{
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if (Config.IsDebug())
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{
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_control.TooltipText = string.Format(TranslationServer.Translate("item_prompt_debug"), item.Id,
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TranslationServer.Translate(item.Name),
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item.Quantity, item.MaxStackQuantity, item.GetType().Name, TranslationServer.Translate(item.Description));
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}
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else
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{
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_control.TooltipText = TranslationServer.Translate(item.Name) + "\n" +
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TranslationServer.Translate(item.Description);
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}
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}
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2024-04-28 13:55:19 +00:00
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2024-05-02 08:28:22 +00:00
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/// <summary>
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/// <para>Update quantity label</para>
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/// <para>更新数量标签</para>
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/// </summary>
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/// <param name="quantity"></param>
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private void UpdateQuantityLabel(int? quantity)
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{
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switch (quantity)
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{
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case null:
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_quantityLabel.Visible = false;
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return;
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case > 1:
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//When the quantity is greater than 1, we display the quantity.
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//当数量大于1时,我们显示数量
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_quantityLabel.Text = quantity.ToString();
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_quantityLabel.Visible = true;
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break;
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default:
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_quantityLabel.Visible = false;
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break;
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}
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}
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2024-04-29 15:25:03 +00:00
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2024-05-02 08:28:22 +00:00
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public override void _Ready()
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{
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_backgroundTextureRect =
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GetNode<TextureRect>("BackgroundTexture");
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_iconTextureRect = GetNode<TextureButton>("BackgroundTexture/CenterContainer/IconTextureRect");
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_quantityLabel = GetNode<Label>("Control/QuantityLabel");
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_control = GetNode<Control>("Control");
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_quantityLabel.Visible = false;
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}
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}
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