Add whether the item is selected.Adjust the display logic of the backpack UI.
加入物品是否被选择。调整背包UI的显示逻辑。
This commit is contained in:
parent
a58ddeb039
commit
1e5b466c6f
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@ -6,10 +6,10 @@ uid="uid://cc0k86apkvut7"
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[deps]
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[deps]
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files=["res://locals/Slogan.zh.translation", "res://locals/Slogan.en.translation", "res://locals/Slogan.ja.translation"]
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files=["res://locals/slogan.zh.translation", "res://locals/slogan.en.translation", "res://locals/slogan.ja.translation"]
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source_file="res://locals/Slogan.csv"
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source_file="res://locals/slogan.csv"
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dest_files=["res://locals/Slogan.zh.translation", "res://locals/Slogan.en.translation", "res://locals/Slogan.ja.translation"]
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dest_files=["res://locals/slogan.zh.translation", "res://locals/slogan.en.translation", "res://locals/slogan.ja.translation"]
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[params]
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[params]
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@ -1,6 +1,9 @@
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using ColdMint.scripts.character;
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using ColdMint.scripts.character;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.inventory;
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using ColdMint.scripts.item;
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using ColdMint.scripts.loader.uiLoader;
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using ColdMint.scripts.map.events;
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using ColdMint.scripts.map.events;
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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;
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namespace ColdMint.scripts;
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@ -85,4 +88,36 @@ public static class GameSceneNodeHolder
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///<para>背包Ui容器内存放的是背包ui节点的容器。当用户使用背包时,会从背包ui容器内将其背包对于的节点展示出来。</para>
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///<para>背包Ui容器内存放的是背包ui节点的容器。当用户使用背包时,会从背包ui容器内将其背包对于的节点展示出来。</para>
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/// </remarks>
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/// </remarks>
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public static Control? BackpackUiContainer { get; set; }
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public static Control? BackpackUiContainer { get; set; }
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/// <summary>
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/// <para>Hide the knapsack node in the knapsack Ui if the knapsack UI is displayed</para>
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/// <para>如果背包Ui处于显示状态,那么隐藏背包UI内的背包节点</para>
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/// </summary>
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public static void HideBackpackUiContainerIfVisible()
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{
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if (BackpackUiContainer == null)
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{
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return;
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}
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if (!BackpackUiContainer.Visible)
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{
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return;
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}
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NodeUtils.ForEachNode<PacksackUi>(BackpackUiContainer, node =>
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{
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//If the child node is not visible, the traversal continues.
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//如果子节点不可见,则继续遍历。
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if (!node.Visible)
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return false;
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//Until you find a visible node, hide it, and return true, ending the loop.
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//直到找到可见的节点,隐藏该节点,然后返回true,结束遍历。
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node.Hide();
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return true;
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});
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}
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}
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}
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@ -264,6 +264,7 @@ public partial class Player : CharacterTemplate
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}
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}
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ThrowItem(ItemContainer.GetSelectIndex(), 1, GetThrowVelocity());
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ThrowItem(ItemContainer.GetSelectIndex(), 1, GetThrowVelocity());
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GameSceneNodeHolder.HideBackpackUiContainerIfVisible();
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CurrentItem = null;
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CurrentItem = null;
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}
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}
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}
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}
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@ -45,6 +45,7 @@ public partial class HotBar : HBoxContainer
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{
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{
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//Mouse wheel down
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//Mouse wheel down
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//鼠标滚轮向下
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//鼠标滚轮向下
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GameSceneNodeHolder.HideBackpackUiContainerIfVisible();
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_itemContainer?.SelectTheNextItemSlot();
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_itemContainer?.SelectTheNextItemSlot();
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}
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}
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@ -52,6 +53,7 @@ public partial class HotBar : HBoxContainer
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{
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{
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//Mouse wheel up
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//Mouse wheel up
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//鼠标滚轮向上
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//鼠标滚轮向上
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GameSceneNodeHolder.HideBackpackUiContainerIfVisible();
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_itemContainer?.SelectThePreviousItemSlot();
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_itemContainer?.SelectThePreviousItemSlot();
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}
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}
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@ -110,11 +112,11 @@ public partial class HotBar : HBoxContainer
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/// <param name="shortcutKeyIndex"></param>
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/// <param name="shortcutKeyIndex"></param>
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private void SelectItemSlotByHotBarShortcutKey(int shortcutKeyIndex)
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private void SelectItemSlotByHotBarShortcutKey(int shortcutKeyIndex)
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{
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{
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GameSceneNodeHolder.HideBackpackUiContainerIfVisible();
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if (_itemContainer == null)
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if (_itemContainer == null)
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{
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{
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return;
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return;
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}
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}
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_itemContainer.SelectItemSlot(shortcutKeyIndex);
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_itemContainer.SelectItemSlot(shortcutKeyIndex);
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}
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}
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@ -32,6 +32,12 @@ public interface IItemContainer : IEnumerable<ItemSlotNode>
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/// <returns></returns>
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/// <returns></returns>
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bool AddItem(IItem item);
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bool AddItem(IItem item);
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/// <summary>
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/// <para>Whether this item container supports checking</para>
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/// <para>此物品容器是否支持选中</para>
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/// </summary>
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public bool SupportSelect { get; set; }
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/// <summary>
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/// <summary>
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/// <para>Determines the number of items that can be received from the specified pile</para>
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/// <para>Determines the number of items that can be received from the specified pile</para>
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/// <para>判断能从指定物品堆中接收的物品数量</para>
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/// <para>判断能从指定物品堆中接收的物品数量</para>
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@ -1,7 +1,5 @@
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using System;
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using ColdMint.scripts.item;
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using ColdMint.scripts.item;
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using ColdMint.scripts.item.itemStacks;
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using ColdMint.scripts.item.itemStacks;
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using ColdMint.scripts.map.events;
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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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@ -21,7 +19,6 @@ public partial class ItemSlotNode : MarginContainer
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private bool _isSelect;
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private bool _isSelect;
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private Texture2D? _backgroundTexture;
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private Texture2D? _backgroundTexture;
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private Texture2D? _backgroundTextureWhenSelect;
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private Texture2D? _backgroundTextureWhenSelect;
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public Action<ItemStackChangeEvent>? ItemStackChangeEvent;
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public override void _Ready()
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public override void _Ready()
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{
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{
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@ -37,7 +34,7 @@ public partial class ItemSlotNode : MarginContainer
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public override Variant _GetDragData(Vector2 atPosition)
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public override Variant _GetDragData(Vector2 atPosition)
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{
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{
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if (_iconTextureRect == null || _itemStack == null)
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if (_isSelect || _iconTextureRect == null || _itemStack == null)
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{
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{
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//Drag is not allowed if there is no icon or no pile of items.
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//Drag is not allowed if there is no icon or no pile of items.
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//如果没有图标或者没有物品堆,那么不允许拖动。
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//如果没有图标或者没有物品堆,那么不允许拖动。
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@ -78,7 +75,6 @@ public partial class ItemSlotNode : MarginContainer
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return false;
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return false;
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}
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}
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//TODO:This is where we infer whether the two piles can merge.在这里推断两个物品堆是否可以融合。
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return _itemStack == null;
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return _itemStack == null;
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}
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}
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@ -105,6 +101,7 @@ public partial class ItemSlotNode : MarginContainer
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//尝试获取源物品堆时返回null。
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//尝试获取源物品堆时返回null。
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return;
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return;
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}
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}
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ReplaceItemStack(itemStack);
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ReplaceItemStack(itemStack);
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}
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}
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@ -411,11 +408,6 @@ public partial class ItemSlotNode : MarginContainer
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private void SetItemStack(IItemStack? itemStack)
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private void SetItemStack(IItemStack? itemStack)
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{
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{
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_itemStack = itemStack;
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_itemStack = itemStack;
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var stackChangeEvent = new ItemStackChangeEvent
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{
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ItemStack = itemStack
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};
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ItemStackChangeEvent?.Invoke(stackChangeEvent);
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}
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}
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/// <summary>
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/// <summary>
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_iconTextureRect.Texture = _itemStack?.Icon;
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_iconTextureRect.Texture = _itemStack?.Icon;
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}
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}
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}
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}
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}
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}
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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 SupportSelect { get; set; } = true;
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public bool CanAddItem(IItem item)
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public bool CanAddItem(IItem item)
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{
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{
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return Match(item) != null;
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return Match(item) != null;
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public int GetSelectIndex()
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public int GetSelectIndex()
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{
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{
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if (!SupportSelect)
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{
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return 0;
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}
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return _selectIndex;
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return _selectIndex;
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}
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}
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public ItemSlotNode? GetSelectItemSlotNode()
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public ItemSlotNode? GetSelectItemSlotNode()
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{
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{
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if (_itemSlotNodes == null || _itemSlotNodes.Count == 0)
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if (!SupportSelect || _itemSlotNodes == null || _itemSlotNodes.Count == 0)
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{
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{
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return null;
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return null;
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}
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}
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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 IItem? PickItemFromItemSlotBySelectIndex() => PickItemFromItemSlot(_selectIndex);
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public IItem? PickItemFromItemSlotBySelectIndex()
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{
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if (!SupportSelect)
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{
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return null;
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}
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public IItemStack? PickItemsFromItemSlotBySelectIndex(int value) => PickItemsFromItemSlot(_selectIndex, value);
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return PickItemFromItemSlot(_selectIndex);
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}
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public int RemoveItemFromItemSlotBySelectIndex(int number) => RemoveItemFromItemSlot(_selectIndex, number);
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public IItemStack? PickItemsFromItemSlotBySelectIndex(int value)
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{
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if (!SupportSelect)
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{
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return null;
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}
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return PickItemsFromItemSlot(_selectIndex, value);
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}
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public int RemoveItemFromItemSlotBySelectIndex(int number)
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{
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if (!SupportSelect)
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{
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return 0;
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}
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return RemoveItemFromItemSlot(_selectIndex, number);
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}
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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 null;
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return null;
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}
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}
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itemSlotNode.IsSelect = (_itemSlotNodes.Count) == _selectIndex;
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if (SupportSelect)
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{
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itemSlotNode.IsSelect = (_itemSlotNodes.Count) == _selectIndex;
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}
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else
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{
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itemSlotNode.IsSelect = false;
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}
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_itemSlotNodes.Add(itemSlotNode);
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_itemSlotNodes.Add(itemSlotNode);
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// itemSlotNode.ItemStackChangeEvent += @event =>
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// itemSlotNode.ItemStackChangeEvent += @event =>
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// {
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// {
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@ -265,7 +305,7 @@ public class UniversalItemContainer : IItemContainer
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public void SelectTheNextItemSlot()
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public void SelectTheNextItemSlot()
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{
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{
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if (_itemSlotNodes == null)
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if (!SupportSelect || _itemSlotNodes == null)
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{
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{
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return;
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return;
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}
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}
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@ -288,7 +328,7 @@ public class UniversalItemContainer : IItemContainer
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public void SelectThePreviousItemSlot()
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public void SelectThePreviousItemSlot()
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{
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{
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if (_itemSlotNodes == null)
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if (!SupportSelect || _itemSlotNodes == null)
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{
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{
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return;
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return;
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}
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}
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@ -311,7 +351,7 @@ public class UniversalItemContainer : IItemContainer
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public void SelectItemSlot(int newSelectIndex)
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public void SelectItemSlot(int newSelectIndex)
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{
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{
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if (newSelectIndex == _selectIndex)
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if (!SupportSelect || newSelectIndex == _selectIndex)
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{
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{
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return;
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return;
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}
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}
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@ -331,6 +371,11 @@ public class UniversalItemContainer : IItemContainer
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/// </summary>
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/// </summary>
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private void PrivateSelectItemSlot(int oldSelectIndex, int newSelectIndex)
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private void PrivateSelectItemSlot(int oldSelectIndex, int newSelectIndex)
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{
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{
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if (!SupportSelect)
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{
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return;
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}
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if (oldSelectIndex == newSelectIndex)
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if (oldSelectIndex == newSelectIndex)
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{
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{
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return;
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return;
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@ -57,6 +57,7 @@ public partial class Packsack : PickAbleTemplate
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{
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{
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base._Ready();
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base._Ready();
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ItemContainer = new UniversalItemContainer();
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ItemContainer = new UniversalItemContainer();
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ItemContainer.SupportSelect = false;
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//When the backpack is created, the item slot is generated.
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//When the backpack is created, the item slot is generated.
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//当背包被创建时,物品槽就被生成出来了。
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//当背包被创建时,物品槽就被生成出来了。
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for (var i = 0; i < NumberSlots; i++)
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for (var i = 0; i < NumberSlots; i++)
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@ -1,16 +0,0 @@
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using ColdMint.scripts.item.itemStacks;
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namespace ColdMint.scripts.map.events;
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/// <summary>
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/// <para>ItemStackChangeEvent</para>
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/// <para>物品堆改变事件</para>
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/// </summary>
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public class ItemStackChangeEvent
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{
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/// <summary>
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/// <para>Changed ItemStack</para>
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/// <para>改变后的物品堆</para>
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/// </summary>
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public IItemStack? ItemStack { get; set; }
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}
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@ -1,4 +1,5 @@
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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.Threading.Tasks;
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using System.Threading.Tasks;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.debug;
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using ColdMint.scripts.item;
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using ColdMint.scripts.item;
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@ -36,6 +37,39 @@ public static class NodeUtils
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return deleteNumber;
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return deleteNumber;
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}
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}
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/// <summary>
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/// <para>Traverse the child nodes of type T under the parent node</para>
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/// <para>遍历父节点下T类型的子节点</para>
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/// </summary>
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/// <param name="parent"></param>
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/// <param name="func">
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///<para>A function that handles callbacks and returns true to terminate the traversal of the node</para>
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///<para>用于处理回调的函数,返回true终止遍历节点</para>
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/// </param>
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/// <typeparam name="T">
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///<para>When the type is specified as Node, all child nodes are returned.</para>
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///<para>当指定类型为Node时,将返回所有子节点。</para>
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/// </typeparam>
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||||||
|
public static void ForEachNode<T>(Node parent, Func<T,bool> func) where T : Node
|
||||||
|
{
|
||||||
|
var count = parent.GetChildCount();
|
||||||
|
if (count <= 0)
|
||||||
|
{
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
for (var i = 0; i < count; i++)
|
||||||
|
{
|
||||||
|
var node = parent.GetChild(i);
|
||||||
|
if (node is not T t) continue;
|
||||||
|
if (func.Invoke(t))
|
||||||
|
{
|
||||||
|
break;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
/// <summary>
|
/// <summary>
|
||||||
/// <para>All child nodes are removed asynchronously</para>
|
/// <para>All child nodes are removed asynchronously</para>
|
||||||
/// <para>异步删除所有子节点</para>
|
/// <para>异步删除所有子节点</para>
|
||||||
|
|
Loading…
Reference in New Issue
Block a user