Traveller/scripts/item/ItemTypeManager.cs

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using System.Collections.Generic;
using ColdMint.scripts.item.weapon;
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using ColdMint.scripts.utils;
using Godot;
namespace ColdMint.scripts.item;
/// <summary>
/// <para>Item manager</para>
/// <para>物品管理器</para>
/// </summary>
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public static class ItemTypeManager
{
/// <summary>
/// <para>Register items here</para>
/// <para>在这里注册物品</para>
/// </summary>
public static void StaticRegister()
{
var staffOfTheUndeadScene = ResourceLoader.Load<PackedScene>("res://prefab/weapons/staffOfTheUndead.tscn");
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var staffOfTheUndeadIcon = ResourceLoader.Load<Texture2D>("res://sprites/weapon/staffOfTheUndead.png");
var staffOfTheUndead =
new ItemType("staff_of_the_undead",
() => NodeUtils.InstantiatePackedScene<ProjectileWeapon>(staffOfTheUndeadScene), staffOfTheUndeadIcon,
1);
Register(staffOfTheUndead);
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var packsackScene = ResourceLoader.Load<PackedScene>("res://prefab/packsacks/packsack.tscn");
var packsackIcon = ResourceLoader.Load<Texture2D>("res://sprites/Player.png");
var packsack = new ItemType("packsack", () => NodeUtils.InstantiatePackedScene<Packsack>(packsackScene),
packsackIcon, 1);
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Register(packsack);
}
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private static Dictionary<string, ItemType> Registry { get; } = [];
private static Texture2D DefaultTexture { get; } = new PlaceholderTexture2D();
/// <summary>
/// <para>Register an item type.</para>
/// <para>Return false if the item id already exist.</para>
/// <para>注册一个物品类型</para>
/// <para>如果项目id已经存在则返回false。</para>
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/// </summary>
/// <returns><para>Whether the registration was successful.</para>
/// <para>注册是否成功。</para>
/// </returns>
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public static bool Register(ItemType itemType) => Registry.TryAdd(itemType.Id, itemType);
/// <summary>
/// <para>Creates a new instance of the item registered to the given id.</para>
/// <para>Returns null when the id is not registered.</para>
/// </summary>
public static IItem? NewItem(string id) =>
Registry.TryGetValue(id, out var itemType) ? itemType.NewItemFunc() : null;
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/// <summary>
/// Get the translated default name of the item type for the given id
/// </summary>
/// <returns>
/// Translated default name of the item id if it exists. Else, return the id itself
/// </returns>
public static string DefaultNameOf(string id) => TranslationServerUtils.Translate($"item_{id}") ?? id;
/// <summary>
/// Get the translated default description of the item type for the given id
/// </summary>
/// <returns>
/// Translated default description of the item id if it exists. Else, return null
/// </returns>
public static string? DefaultDescriptionOf(string id) => TranslationServerUtils.Translate($"item_{id}_desc");
/// <summary>
/// Get the default icon of the item type for the given id
/// </summary>
/// <returns>
/// Translated default icon of the item id if it exists. Else, return a placeholder
/// </returns>
public static Texture2D DefaultIconOf(string id) =>
Registry.TryGetValue(id, out var itemType)
? itemType.Icon ?? DefaultTexture
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: DefaultTexture;
/// <summary>
/// <para>Gets the maximum number of stacks for an item</para>
/// <para>获取某个物品的最大堆叠数量</para>
/// </summary>
/// <param name="id">
///<para>id</para>
///<para>物品ID</para>
/// </param>
/// <returns></returns>
public static int MaxStackQuantityOf(string id) =>
Registry.TryGetValue(id, out var itemType) ? itemType.MaxStackQuantity : 0;
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}