UniversalItemContainer refactored done
UniversalItemContainer调教完成
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76daa88bac
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16b3a5a106
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@ -3,6 +3,7 @@ using Godot;
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namespace ColdMint.scripts.inventory;
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namespace ColdMint.scripts.inventory;
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/*
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/// <summary>
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/// <summary>
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/// <para>Common goods</para>
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/// <para>Common goods</para>
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/// <para>普通的物品</para>
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/// <para>普通的物品</para>
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@ -18,3 +19,4 @@ public class CommonItem : IItem
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public Action<IItem>? OnUse { get; set; }
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public Action<IItem>? OnUse { get; set; }
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public Func<IItem, Node>? OnInstantiation { get; set; }
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public Func<IItem, Node>? OnInstantiation { get; set; }
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}
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}
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*/
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@ -1,3 +1,7 @@
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using System;
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using System.Collections;
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using System.Collections.Generic;
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using ColdMint.scripts.item;
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using ColdMint.scripts.item;
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using Godot;
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using Godot;
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@ -30,6 +34,17 @@ public interface IItemContainer
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/// <returns></returns>
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/// <returns></returns>
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bool AddItem(IItem_New item);
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bool AddItem(IItem_New item);
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/// <summary>
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/// <para>Add an stack of items to this container</para>
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/// <para>向当前容器中存入一堆物品</para>
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/// </summary>
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/// <param name="itemStack"></param>
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/// <returns>
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/// <para>If the source item stack is empty after the operation is completed</para>
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/// <para>操作完成后,源物品堆是否被取空</para>
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/// </returns>
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bool AddItemStack(IItemStack itemStack);
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/// <summary>
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/// <summary>
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/// <para>Gets the selected location</para>
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/// <para>Gets the selected location</para>
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/// <para>获取选中的位置</para>
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/// <para>获取选中的位置</para>
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@ -44,13 +59,41 @@ public interface IItemContainer
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/// <returns></returns>
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/// <returns></returns>
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ItemSlotNode? GetSelectItemSlotNode();
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ItemSlotNode? GetSelectItemSlotNode();
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/// <summary>
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/// <para>If present, remove an item from the slot at the currently selected location and return it.</para>
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/// <para>如果存在,移除当前选中位置的槽位中的一个物品并将其返回</para>
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/// </summary>
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/// <seealso cref="PickItemFromItemSlot"/><seealso cref="PickItemsFromItemSlotBySelectIndex"/>
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IItem_New? PickItemFromItemSlotBySelectIndex();
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/// <summary>
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/// <para>Remove the specified number of items from the item slot at the currently selected location, and return them as a new item stack</para>
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/// <para>取出当前选中位置的物品槽中指定数量的物品,并作为新的物品堆返回</para>
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/// </summary>
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/// <param name="value">
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/// <para>Quantity to be taken out, inputs below zero represent all items</para>
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/// <para>要取出的数量,小于0的输入代表全部物品</para>
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/// </param>
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/// <seealso cref="PickItemsFromItemSlot"/><seealso cref="PickItemFromItemSlotBySelectIndex"/>
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IItemStack? PickItemsFromItemSlotBySelectIndex( int value);
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/// <summary>
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/// <summary>
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/// <para>Removes an item from the inventory at the currently selected location</para>
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/// <para>Removes an item from the inventory at the currently selected location</para>
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/// <para>移除当前选中位置物品栏内的物品</para>
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/// <para>移除当前选中位置物品栏内的物品</para>
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/// </summary>
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/// </summary>
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/// <param name="number"></param>
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/// <param name="number">
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/// <returns></returns>
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/// <para>Quantity to be removed, inputs below zero represent all items</para>
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bool RemoveItemFromItemSlotBySelectIndex(int number);
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/// <para>要删除的数量,小于0的输入代表全部物品</para>
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/// </param>
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/// <returns>
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/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
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/// <para>若物品槽内物品少于指定的数量,返回相差的数量。否则返回0</para>
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/// </returns>
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/// <remarks>
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/// <para>Will remove the removed items from the game, if that is not the intent, consider using the <see cref="PickItemsFromItemSlotBySelectIndex"/></para>
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/// <para>会将移除的物品从游戏中删除,如果目的并非如此,请考虑使用<see cref="PickItemsFromItemSlotBySelectIndex"/></para>
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/// </remarks>
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int RemoveItemFromItemSlotBySelectIndex(int number);
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/// <summary>
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/// <summary>
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/// <para>Gets the number of item slots</para>
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/// <para>Gets the number of item slots</para>
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@ -67,25 +110,90 @@ public interface IItemContainer
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/// <returns></returns>
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/// <returns></returns>
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ItemSlotNode? GetItemSlotNode(int index);
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ItemSlotNode? GetItemSlotNode(int index);
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/// <summary>
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/// <para>If present, remove an item from the slot in the specified location and return it.</para>
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/// <para>如果存在,移除指定位置的槽位中的一个物品并将其返回</para>
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/// </summary>
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/// <seealso cref="PickItemsFromItemSlot"/>
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IItem_New? PickItemFromItemSlot(int itemSlotIndex);
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/// <summary>
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/// <para>Remove the specified number of items from the item slot in the specified location, and return them as a new item stack</para>
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/// <para>取出指定位置的物品槽中指定数量的物品,并作为新的物品堆返回</para>
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/// </summary>
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/// <param name="itemSlotIndex"></param>
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/// <param name="value">
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/// <para>Quantity to be taken out, inputs below zero represent all items</para>
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/// <para>要取出的数量,小于0的输入代表全部物品</para>
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/// </param>
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/// <seealso cref="PickItemFromItemSlot"/>
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IItemStack? PickItemsFromItemSlot(int itemSlotIndex, int value);
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/// <summary>
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/// <summary>
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/// <para>Removes an item from the item slot in the specified location</para>
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/// <para>Removes an item from the item slot in the specified location</para>
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/// <para>在指定位置的物品槽内移除物品</para>
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/// <para>在指定位置的物品槽内移除物品</para>
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/// </summary>
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/// </summary>
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/// <param name="itemSlotIndex"></param>
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/// <param name="itemSlotIndex"></param>
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/// <param name="number"></param>
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/// <param name="number">
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/// <returns></returns>
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/// <para>Quantity to be removed, inputs below zero represent all items</para>
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bool RemoveItemFromItemSlot(int itemSlotIndex, int number);
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/// <para>要删除的数量,小于0的输入代表全部物品</para>
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/// </param>
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/// <returns>
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/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
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/// <para>若物品槽内物品少于指定的数量,返回相差的数量。否则返回0</para>
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/// </returns>
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/// <remarks>
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/// <para>Will remove the removed items from the game, if that is not the intent, consider using the <see cref="PickItemsFromItemSlot"/></para>
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/// <para>会将移除的物品从游戏中删除,如果目的并非如此,请考虑使用<see cref="PickItemsFromItemSlot"/></para>
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/// </remarks>
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int RemoveItemFromItemSlot(int itemSlotIndex, int number);
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/// <summary>
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/// <summary>
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/// <para>Based on the given item, match the item slots where it can be placed</para>
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/// <para>Based on the given item, match the item slots where it can be added to </para>
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/// <para>根据给定的物品,匹配可放置它的物品槽</para>
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/// <para>根据给定的物品,匹配可放置它的物品槽</para>
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/// </summary>
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/// </summary>
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/// <param name="item"></param>
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/// <param name="item"></param>
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/// <returns>
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/// <returns>
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///<para>Return null if there is no slot to place the item in</para>
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/// <para>Return null if there is no slot to place the item in</para>
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///<para>若没有槽可放置此物品,则返回null</para>
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/// <para>若没有槽可放置此物品,则返回null</para>
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/// </returns>
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/// </returns>
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ItemSlotNode? Matching(IItem_New item);
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ItemSlotNode? Match(IItem_New item);
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/// <summary>
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/// <para>Based on the given item stack, match the item slots where it can be added to</para>
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/// <para>根据给定的物品堆,匹配可放置它的物品槽</para>
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/// </summary>
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/// <param name="stack"></param>
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/// <returns>
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/// <para>Return null if there is no slot to add the item slot in</para>
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/// <para>若没有槽可放置此物品堆,则返回null</para>
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/// </returns>
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ItemSlotNode? Match(IItemStack stack);
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/// <summary>
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/// <para>Match the first item slot that has item stack that satisfies the predicate</para>
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/// <para>匹配首个拥有满足指定条件的物品堆的物品槽</para>
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/// </summary>
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/// <param name="predicate"></param>
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/// <returns>
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/// <para>Return null if there is no slot satisfies the predicate</para>
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/// <para>若没有满足条件的槽位,返回null</para>
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/// </returns>
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/// <seealso cref="MatchAll"/>
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ItemSlotNode? Match(Func<IItemStack?, bool> predicate);
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/// <summary>
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/// <para>Match all item slots that has item stack that satisfies the predicate</para>
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/// <para>匹配所有拥有满足指定条件的物品堆的物品槽</para>
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/// </summary>
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/// <param name="predicate"></param>
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/// <returns>
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/// <para>IEnumerable for the item slot matched to, will be empty if there's no slot satisfies the predicate</para>
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/// <para>包含匹配到的槽位的IEnumerable,当没有满足条件的槽位时为空</para>
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/// </returns>
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/// <seealso cref="Match(Func{IItemStack?,bool})"/>
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IEnumerable<ItemSlotNode> MatchAll(Func<IItemStack?, bool> predicate);
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/// <summary>
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/// <summary>
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/// <para>AddItemSlot</para>
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/// <para>AddItemSlot</para>
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@ -90,13 +90,17 @@ public partial class ItemSlotNode : MarginContainer
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/// <para>Removes the specified number of items from the item slot</para>
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/// <para>Removes the specified number of items from the item slot</para>
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/// <para>在物品槽内移除指定数量的物品</para>
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/// <para>在物品槽内移除指定数量的物品</para>
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/// </summary>
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/// </summary>
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/// <param name="number"></param>
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/// <param name="number">
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/// <para>Quantity to be removed, inputs below zero represent all items</para>
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/// <para>要删除的数量,小于0的输入代表全部物品</para>
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/// </param>
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/// <returns>
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/// <returns>
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/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
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/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
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/// <para>若物品槽内物品少于指定的数量,返回相差的数量。否则返回0</para>
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/// <para>若物品槽内物品少于指定的数量,返回相差的数量。否则返回0</para>
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/// </returns>
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/// </returns>
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/// <remarks>
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/// <remarks>
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/// <para>会将移除的物品从游戏中删除,如果目的并非如此,请考虑使用</para>
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/// <para>Will remove the removed items from the game, if that is not the intent, consider using the <see cref="PickItems"/></para>
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/// <para>会将移除的物品从游戏中删除,如果目的并非如此,请考虑使用<see cref="PickItems"/></para>
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/// </remarks>
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/// </remarks>
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public int RemoveItem(int number)
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public int RemoveItem(int number)
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{
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{
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/// <para>尝试将一个物品堆合并至该槽位中</para>
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/// <para>尝试将一个物品堆合并至该槽位中</para>
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/// </summary>
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/// </summary>
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/// <returns>
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/// <returns>
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/// <para>Number of items remaining in the source item pile after the operation is completed</para>
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/// <para>If the source item stack is empty after the operation is completed</para>
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/// <para>操作完成后,源物品堆中剩余的物品数</para>
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/// <para>操作完成后,源物品堆是否被取空</para>
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/// </returns>
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/// </returns>
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public int AddItemStack(IItemStack itemStack)
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public bool AddItemStack(IItemStack itemStack)
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{
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{
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int result;
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bool result;
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if (_itemStack is null)
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if (_itemStack is null)
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{
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{
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_itemStack = itemStack;
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_itemStack = itemStack;
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result = 0;
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result = false;
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}
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}
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else
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else
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{
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{
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@ -1,6 +1,11 @@
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using System.Collections.Generic;
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using System;
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using System.Collections.Generic;
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using System.Linq;
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using ColdMint.scripts.character;
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using ColdMint.scripts.character;
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using ColdMint.scripts.item;
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using ColdMint.scripts.utils;
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using ColdMint.scripts.utils;
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using Godot;
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using Godot;
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namespace ColdMint.scripts.inventory;
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namespace ColdMint.scripts.inventory;
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//_selectIndex默认为0.
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//_selectIndex默认为0.
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private int _selectIndex;
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private int _selectIndex;
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public bool CanAddItem(IItem item)
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public bool CanAddItem(IItem_New item)
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{
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{
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return Matching(item) != null;
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return Match(item) != null;
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}
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}
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public bool AddItem(IItem item)
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public bool AddItem(IItem_New item)
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{
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{
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var itemSlotNode = Matching(item);
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var itemSlotNode = Match(item);
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if (itemSlotNode == null)
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if (itemSlotNode == null)
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{
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{
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return false;
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return false;
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}
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}
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return itemSlotNode.SetItem(item);
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return itemSlotNode.AddItem(item);
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}
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public bool AddItemStack(IItemStack itemStack)
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{
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while (true)
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{
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var itemSlotNode = Match(itemStack);
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if (itemSlotNode == null)
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return false;
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if (itemSlotNode.AddItemStack(itemStack))
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return true;
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}
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}
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}
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public int GetSelectIndex()
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public int GetSelectIndex()
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return null;
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return null;
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}
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}
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public bool RemoveItemFromItemSlotBySelectIndex(int number)
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public IItem_New? PickItemFromItemSlotBySelectIndex() => PickItemFromItemSlot(_selectIndex);
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{
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return RemoveItemFromItemSlot(_selectIndex, number);
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public IItemStack? PickItemsFromItemSlotBySelectIndex(int value) => PickItemsFromItemSlot(_selectIndex, value);
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}
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public int RemoveItemFromItemSlotBySelectIndex(int number) => RemoveItemFromItemSlot(_selectIndex, number);
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public int GetItemSlotCount()
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public int GetItemSlotCount()
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{
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{
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return _itemSlotNodes[safeIndex];
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return _itemSlotNodes[safeIndex];
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}
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}
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public bool RemoveItemFromItemSlot(int itemSlotIndex, int number)
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public IItem_New? PickItemFromItemSlot(int itemSlotIndex)
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{
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{
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if (_itemSlotNodes == null)
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if (_itemSlotNodes == null) return null;
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{
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return false;
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}
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var safeIndex = GetSafeIndex(itemSlotIndex);
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var safeIndex = GetSafeIndex(itemSlotIndex);
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if (safeIndex == UnknownIndex)
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if (safeIndex == UnknownIndex)
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{
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{
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return false;
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return null;
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}
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var itemSlot = _itemSlotNodes[safeIndex];
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return itemSlot.PickItem();
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}
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public IItemStack? PickItemsFromItemSlot(int itemSlotIndex, int value)
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{
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if (_itemSlotNodes == null) return null;
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var safeIndex = GetSafeIndex(itemSlotIndex);
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if (safeIndex == UnknownIndex)
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{
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|
return null;
|
||||||
|
}
|
||||||
|
|
||||||
|
var itemSlot = _itemSlotNodes[safeIndex];
|
||||||
|
return itemSlot.PickItems(value);
|
||||||
|
}
|
||||||
|
|
||||||
|
public int RemoveItemFromItemSlot(int itemSlotIndex, int number)
|
||||||
|
{
|
||||||
|
if (_itemSlotNodes == null) return number;
|
||||||
|
var safeIndex = GetSafeIndex(itemSlotIndex);
|
||||||
|
if (safeIndex == UnknownIndex)
|
||||||
|
{
|
||||||
|
return number;
|
||||||
}
|
}
|
||||||
|
|
||||||
var itemSlot = _itemSlotNodes[safeIndex];
|
var itemSlot = _itemSlotNodes[safeIndex];
|
||||||
return itemSlot.RemoveItem(number);
|
return itemSlot.RemoveItem(number);
|
||||||
}
|
}
|
||||||
|
|
||||||
public ItemSlotNode? Matching(IItem item)
|
public ItemSlotNode? Match(IItem_New item)
|
||||||
{
|
{
|
||||||
if (_itemSlotNodes == null || _itemSlotNodes.Count == 0)
|
//Find and return the first slot that can hold this item, if the list is null or not found, return null
|
||||||
{
|
//寻找并返回第一个遇到的可放置此物品的物品槽,若列表为空或不存在,将返回null
|
||||||
return null;
|
return _itemSlotNodes?.FirstOrDefault(itemSlotNode => itemSlotNode.CanAddItem(item));
|
||||||
}
|
}
|
||||||
|
|
||||||
|
public ItemSlotNode? Match(IItemStack stack)
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
|
}
|
||||||
|
|
||||||
foreach (var itemSlotNode in _itemSlotNodes)
|
public ItemSlotNode? Match(Func<IItemStack?, bool> predicate)
|
||||||
{
|
{
|
||||||
if (itemSlotNode.CanSetItem(item))
|
throw new NotImplementedException();
|
||||||
{
|
}
|
||||||
//If there is an item slot to put this item in, then we return it.
|
|
||||||
//如果有物品槽可放置此物品,那么我们返回它。
|
|
||||||
return itemSlotNode;
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
return null;
|
public IEnumerable<ItemSlotNode> MatchAll(Func<IItemStack?, bool> predicate)
|
||||||
|
{
|
||||||
|
throw new NotImplementedException();
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
||||||
|
@ -139,8 +182,8 @@ public class UniversalItemContainer : IItemContainer
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="itemSlotIndex"></param>
|
/// <param name="itemSlotIndex"></param>
|
||||||
/// <returns>
|
/// <returns>
|
||||||
///<para>-1 is returned on failure, and the index that does not result in an out-of-bounds subscript is returned on success</para>
|
/// <para>-1 is returned on failure, and the index that does not result in an out-of-bounds subscript is returned on success</para>
|
||||||
///<para>失败返回-1,成功返回不会导致下标越界的索引</para>
|
/// <para>失败返回-1,成功返回不会导致下标越界的索引</para>
|
||||||
/// </returns>
|
/// </returns>
|
||||||
private int GetSafeIndex(int itemSlotIndex)
|
private int GetSafeIndex(int itemSlotIndex)
|
||||||
{
|
{
|
||||||
|
|
|
@ -70,9 +70,9 @@ public interface IItemStack
|
||||||
/// <para>被移入当前堆的物品堆</para>
|
/// <para>被移入当前堆的物品堆</para>
|
||||||
/// </param>
|
/// </param>
|
||||||
/// <returns>
|
/// <returns>
|
||||||
/// <para>操作结束后原物品堆中剩余的物品数</para>
|
/// <para>操作结束后原物品堆是否为空</para>
|
||||||
/// </returns>
|
/// </returns>
|
||||||
public int TakeFrom(IItemStack itemStack);
|
public bool TakeFrom(IItemStack itemStack);
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// <para>Get item instance at the top of current stack without removing it from stack</para>
|
/// <para>Get item instance at the top of current stack without removing it from stack</para>
|
||||||
|
@ -112,10 +112,13 @@ public interface IItemStack
|
||||||
/// </para>
|
/// </para>
|
||||||
/// <para>
|
/// <para>
|
||||||
/// 在当前物品堆移除指定数量的物品,被移除的物品应当从游戏中移除。<br/>
|
/// 在当前物品堆移除指定数量的物品,被移除的物品应当从游戏中移除。<br/>
|
||||||
/// 如果您不想将它们从游戏中移除,请考虑: <see cref="PickItem"/>、<see cref="PickItems"/>
|
/// 如果您并不打算将它们从游戏中移除,请考虑使用 <see cref="PickItem"/> 和 <see cref="PickItems"/>
|
||||||
/// </para>
|
/// </para>
|
||||||
/// </summary>
|
/// </summary>
|
||||||
/// <param name="number"></param>
|
/// <param name="number">
|
||||||
|
/// <para>Quantity to be removed, inputs below zero represent all items</para>
|
||||||
|
/// <para>要删除的数量,小于0的输入代表全部物品</para>
|
||||||
|
/// </param>
|
||||||
/// <returns>
|
/// <returns>
|
||||||
/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
|
/// <para>The remaining number, if the number of items in the current item stack is less than the specified number. Otherwise,0</para>
|
||||||
/// <para>若物品槽内物品少于指定的数量,返回相差的数量。否则返回0</para>
|
/// <para>若物品槽内物品少于指定的数量,返回相差的数量。否则返回0</para>
|
||||||
|
|
Loading…
Reference in New Issue
Block a user