Traveller/scripts/inventory/ItemSlotNode.cs

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C#
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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
{
private IItem? _item;
private TextureRect _backgroundTextureRect;
private TextureRect _iconTextureRect;
private Label _quantityLabel;
private Control _control;
private bool _isSelect;
private Texture2D _backgroundTexture;
private Texture2D _backgroundTextureWhenSelect;
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public bool IsSelect
{
get => _isSelect;
set
{
if (value)
{
_backgroundTextureRect.Texture = _backgroundTextureWhenSelect;
}
else
{
_backgroundTextureRect.Texture = _backgroundTexture;
}
_isSelect = value;
}
}
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public TextureRect BackgroundTextureRect => _backgroundTextureRect;
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/// <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 (_item == null)
{
if (item.Icon != null)
{
_iconTextureRect.Texture = item.Icon;
}
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_item = item;
UpdateTooltipText(item);
UpdateQuantityLabel(item.Quantity);
return true;
}
else
{
//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;
}
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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;
}
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_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;
}
}