2024-09-23 15:17:57 +00:00
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using ColdMint.scripts.pickable;
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2024-06-16 07:28:16 +00:00
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using ColdMint.scripts.utils;
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using Godot;
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using PacksackUi = ColdMint.scripts.loader.uiLoader.PacksackUi;
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2024-06-22 11:21:06 +00:00
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namespace ColdMint.scripts.inventory;
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/// <summary>
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/// <para>packsack</para>
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/// <para>背包</para>
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/// </summary>
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public partial class Packsack : PickAbleTemplate
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{
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private const string Path = "res://prefab/ui/packsackUI.tscn";
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[Export] public int NumberSlots { get; set; }
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2024-06-27 15:38:52 +00:00
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/// <summary>
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/// <para>Whether to allow backpacks</para>
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/// <para>是否允许放置背包</para>
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/// </summary>
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/// <remarks>
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///<para>Can a new backpack be placed in the slot of the backpack?</para>
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///<para>即此背包的槽位内是否可以再放置新的背包?</para>
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/// </remarks>
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[Export]
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public bool BackpackAllowed { get; set; }
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2024-06-16 10:41:26 +00:00
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public override bool CanPutInPack => false;
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public override void Use(Node2D? owner, Vector2 targetGlobalPosition)
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{
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GameSceneDepend.DynamicUiGroup?.ShowControl(Path, control =>
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{
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if (control is PacksackUi packsackUi)
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{
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packsackUi.Title = Name;
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packsackUi.ItemContainer = ItemContainer;
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}
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});
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}
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2024-06-14 04:22:44 +00:00
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public IItemContainer? ItemContainer { get; private set; }
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public override void _Ready()
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{
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base._Ready();
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ItemContainer = new UniversalItemContainer(NumberSlots);
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ItemContainer.SupportSelect = false;
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GameSceneDepend.DynamicUiGroup?.RegisterControl(Path, () =>
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{
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var packedScene = GD.Load<PackedScene>(Path);
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return NodeUtils.InstantiatePackedScene<PacksackUi>(packedScene);
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});
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}
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}
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