The UI will be automatically closed when the player leaves the range of the furniture. The spell editor is now able to load information about items placed in it.

玩家离开家具的操作范围时会自动关闭UI了。法术编辑器现在能够加载放入的物品信息。
This commit is contained in:
Cold-Mint 2024-10-04 16:13:34 +08:00
parent 2d7985010d
commit 124c6ce0ba
Signed by: Cold-Mint
GPG Key ID: C5A9BF8A98E0CE99
5 changed files with 41 additions and 23 deletions

View File

@ -38,10 +38,10 @@ text = "ui_close"
layout_mode = 1 layout_mode = 1
anchors_preset = 10 anchors_preset = 10
anchor_right = 1.0 anchor_right = 1.0
offset_left = 35.0 offset_left = 32.0
offset_top = 127.0 offset_top = 127.0
offset_right = -20.0 offset_right = -20.0
offset_bottom = 446.0 offset_bottom = 629.0
grow_horizontal = 2 grow_horizontal = 2
mouse_filter = 2 mouse_filter = 2

View File

@ -64,14 +64,7 @@ public partial class GuiFurniture : Furniture
{ {
return; return;
} }
GameSceneDepend.DynamicUiGroup?.ShowControl(Path, control => GameSceneDepend.DynamicUiGroup?.ShowControl(Path);
{
if (control is SpellEditorUi spellEditorUi)
{
// spellEditorUi.Title = Name;
// spellEditorUi.ItemContainer = SelfItemContainer;
}
});
} }
public override void _MouseEnter() public override void _MouseEnter()
@ -110,6 +103,10 @@ public partial class GuiFurniture : Furniture
if (node2D is Player) if (node2D is Player)
{ {
_playerInRange = false; _playerInRange = false;
if (Path != null)
{
GameSceneDepend.DynamicUiGroup?.HideControl(Path);
}
} }
} }

View File

@ -9,5 +9,5 @@ public interface IItemContainerDisplay : IEnumerable<IItemDisplay>
/// <para>为物品容器显示器绑定物品容器</para> /// <para>为物品容器显示器绑定物品容器</para>
/// </summary> /// </summary>
/// <param name="itemContainer"></param> /// <param name="itemContainer"></param>
void BindItemContainer(IItemContainer itemContainer); void BindItemContainer(IItemContainer? itemContainer);
} }

View File

@ -10,7 +10,7 @@ public abstract class ItemContainerDisplayTemplate : IItemContainerDisplay
protected readonly List<IItemDisplay> ItemDisplayList = []; protected readonly List<IItemDisplay> ItemDisplayList = [];
private IItemContainer? _itemContainer; private IItemContainer? _itemContainer;
public async void BindItemContainer(IItemContainer itemContainer) public async void BindItemContainer(IItemContainer? itemContainer)
{ {
if (_itemContainer == itemContainer) if (_itemContainer == itemContainer)
{ {
@ -24,8 +24,19 @@ public abstract class ItemContainerDisplayTemplate : IItemContainerDisplay
} }
_itemContainer = itemContainer; _itemContainer = itemContainer;
_itemContainer.SelectedItemChangeEvent += OnSelectedItemChangeEvent; if (itemContainer == null)
_itemContainer.ItemDataChangeEvent += OnItemDataChangeEvent; {
//Set empty items container to hide all ui.
//设置空物品容器隐藏全部ui。
foreach (var itemDisplay in ItemDisplayList)
{
itemDisplay.Update(null);
itemDisplay.HideSelf();
}
return;
}
itemContainer.SelectedItemChangeEvent += OnSelectedItemChangeEvent;
itemContainer.ItemDataChangeEvent += OnItemDataChangeEvent;
var totalCapacity = itemContainer.GetTotalCapacity(); var totalCapacity = itemContainer.GetTotalCapacity();
var currentCapacity = ItemDisplayList.Count; var currentCapacity = ItemDisplayList.Count;
var capacityDifference = totalCapacity - currentCapacity; var capacityDifference = totalCapacity - currentCapacity;

View File

@ -4,42 +4,52 @@ using Godot;
namespace ColdMint.scripts.loader.uiLoader; namespace ColdMint.scripts.loader.uiLoader;
/// <summary>
/// <para>SpellEditorUi</para>
/// <para>法术编辑器UI</para>
/// </summary>
public partial class SpellEditorUi : UiLoaderTemplate public partial class SpellEditorUi : UiLoaderTemplate
{ {
private Button? _exitButton; private Button? _exitButton;
private IItemContainer? _itemContainer; private IItemContainer? _projectileWeaponContainer;
private ItemSlotNode? _itemSlot; private ItemSlotNode? _itemSlot;
private HFlowContainer? _flowContainer;
private IItemContainerDisplay? _itemContainerDisplay;
public override void InitializeUi() public override void InitializeUi()
{ {
_exitButton = GetNode<Button>("ExitButton"); _exitButton = GetNode<Button>("ExitButton");
_itemSlot = GetNode<ItemSlotNode>("ItemSlot"); _itemSlot = GetNode<ItemSlotNode>("ItemSlot");
_itemContainer = new UniversalItemContainer(1); _projectileWeaponContainer = new UniversalItemContainer(1);
_itemContainer.ItemDataChangeEvent += OnItemDataChangeEvent; _projectileWeaponContainer.AllowAddingItemByType(Config.ItemType.ProjectileWeapon);
_itemSlot.Update(_itemContainer.GetPlaceHolderItem(0)); _projectileWeaponContainer.ItemDataChangeEvent += OnItemDataChangeEvent;
_itemSlot.Update(_projectileWeaponContainer.GetPlaceHolderItem(0));
_flowContainer = GetNode<HFlowContainer>("HFlowContainer");
_itemContainerDisplay = new ItemSlotContainerDisplay(_flowContainer);
} }
private void OnItemDataChangeEvent(ItemDataChangeEvent itemDataChangeEvent) private void OnItemDataChangeEvent(ItemDataChangeEvent itemDataChangeEvent)
{ {
if (_itemSlot == null || _itemContainer == null) if (_itemSlot == null || _projectileWeaponContainer == null)
{ {
return; return;
} }
var item = itemDataChangeEvent.NewItem; var item = itemDataChangeEvent.NewItem;
if (item == null) if (item == null)
{ {
item = _itemContainer.GetPlaceHolderItem(itemDataChangeEvent.NewIndex); item = _projectileWeaponContainer.GetPlaceHolderItem(itemDataChangeEvent.NewIndex);
} }
item.IsSelect = false; item.IsSelect = false;
_itemSlot.Update(item); _itemSlot.Update(item);
_itemContainerDisplay?.BindItemContainer(item.SelfItemContainer);
} }
public override void _ExitTree() public override void _ExitTree()
{ {
base._ExitTree(); base._ExitTree();
if (_itemContainer != null) if (_projectileWeaponContainer != null)
{ {
_itemContainer.ItemDataChangeEvent -= OnItemDataChangeEvent; _projectileWeaponContainer.ItemDataChangeEvent -= OnItemDataChangeEvent;
} }
} }